Hiya folks!
So i'm quite fond of branching dialogue, multiple endings/outcomes and things of that nature being implemented into games. I find that if done right can provide genuine replay value, adding that right amount of flavor needed to spruce up already experienced locales, story arcs and other level design. (in some cases entirely new places that were blocked off before)
I'm just curious as to what games you feel have handled these type of mechanics the best.
The game that inspired me to start this thread is dark souls. I found that as I played through it I was completely unaware of anything other then the surface level plot line. That said I merely just went from point A to point B killing everything in my way, getting caught up in the backdrops and occasionally straying into secret areas for certain items.
I love the way the game subtly handles everything from the locales you can visit to the npc's that usually help you out in big ways. You can lose certain merchants that provide you essential class based equipment/spells/etc. if you choose to ignore them. Example you decide
to wonder off some were and put them off till later they could disappear not to be seen again.
I've missed entire levels and bosses as I just left that one particular stone un turned in some cases and missed out on other things such as factions, npc's and other lore related things.
I feel that even though it might not have been so much as a means to affecting the outcome of the game or story branching from the gameplay and immersion standpoint (which in this game acts as a part of the story that you recollect after playing) I got a whole different experience then I probably would when playing it again to find out certain secrets.
It handles some pretty heavy decisions on key characters and things of the like so subtly that you would be under the illusion that you hadn't been influencing things to begin with.
I feel in ways it expands beyond staples like bioware games in this regard. As the choices in those games are almost superficial in comparison i find. It's usually easy to tell what is going to negatively/positively effect relationships and outcome. Alot of times it doesn't even effect the gameplay I find. Although it is pretty unfair to compare them as they are both totally different beasts. It makes me feel that dark souls is in ways the type of story telling ideal to gaming.
Anyways I have a feeling that this is more of a word soup given my sort of drowsiness. Still had to get that out at any rate....hehe
What games would you put on your relative pedestal?
-----------------------------------
Otherwise if you've already played dark souls and what some extrapolation check out this guy's work: http://www.youtube.com/watch?v=6d82kJlb5Us
Lots of meaty, tear jerking tales that usually directly relate to your actions.
So i'm quite fond of branching dialogue, multiple endings/outcomes and things of that nature being implemented into games. I find that if done right can provide genuine replay value, adding that right amount of flavor needed to spruce up already experienced locales, story arcs and other level design. (in some cases entirely new places that were blocked off before)
I'm just curious as to what games you feel have handled these type of mechanics the best.
The game that inspired me to start this thread is dark souls. I found that as I played through it I was completely unaware of anything other then the surface level plot line. That said I merely just went from point A to point B killing everything in my way, getting caught up in the backdrops and occasionally straying into secret areas for certain items.
I love the way the game subtly handles everything from the locales you can visit to the npc's that usually help you out in big ways. You can lose certain merchants that provide you essential class based equipment/spells/etc. if you choose to ignore them. Example you decide
to wonder off some were and put them off till later they could disappear not to be seen again.
I've missed entire levels and bosses as I just left that one particular stone un turned in some cases and missed out on other things such as factions, npc's and other lore related things.
I feel that even though it might not have been so much as a means to affecting the outcome of the game or story branching from the gameplay and immersion standpoint (which in this game acts as a part of the story that you recollect after playing) I got a whole different experience then I probably would when playing it again to find out certain secrets.
It handles some pretty heavy decisions on key characters and things of the like so subtly that you would be under the illusion that you hadn't been influencing things to begin with.
I feel in ways it expands beyond staples like bioware games in this regard. As the choices in those games are almost superficial in comparison i find. It's usually easy to tell what is going to negatively/positively effect relationships and outcome. Alot of times it doesn't even effect the gameplay I find. Although it is pretty unfair to compare them as they are both totally different beasts. It makes me feel that dark souls is in ways the type of story telling ideal to gaming.
Anyways I have a feeling that this is more of a word soup given my sort of drowsiness. Still had to get that out at any rate....hehe
What games would you put on your relative pedestal?
-----------------------------------
Otherwise if you've already played dark souls and what some extrapolation check out this guy's work: http://www.youtube.com/watch?v=6d82kJlb5Us
Lots of meaty, tear jerking tales that usually directly relate to your actions.