14. You have talked a lot about choices and consequences in the quest design. Are you aiming for immediate feedback, or long term (and possibly unforeseeable) consequences? In addition to moral choices, will different characters be able to tackle tasks using their different skill sets? [GhanBuriG]
Itís a bit of both, overall I think the player needs something immediate, or they donít know if they actually accomplished anything, or felt what they just did had any meaning whatsoever. The longer term stuff is great to surprise the player with, whether itís positive or negative, but if itís a surprise, you need to be careful, because that can be frustrating, so you give the player another route, or simply treat the consequence as a flavor thing, and not a game-changing thing.
In regards to using different skills, most definitely, yes. Weíre really pushing on that, and I think thatís the crux of the game - what skills you use, so each quest or goal of the playerís can be accomplished in different ways using different skills. Even in dialogue weíre using a lot of different skills, depending on who youíre talking to So if youíre talking to a scientist, your Science skill may give you an extra dialogue option.