Games that best handled player influenced consequences.

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bigwon

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Jan 29, 2011
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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?

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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.
 

The Madman

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Dec 7, 2007
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That's easy: Witcher 2, Alpha Protocol, Vampire: The Masquerade - Bloodlines, Deus Ex (Original), and the original Fallouts (+Arcanum which is basically steampunk Fallout) all handled choice/consequences extremely well. In the case of Witcher 2 and Alpha Protocol there are even entire giant chunks of the game you will never experience or see if you only play the game once, characters you'll never meet and elements to the plot you'll never fully reveal.

Vampire Bloodlines and the others meanwhile go for a "you'll go to the same places but the why's and the how's will be different" approach that's very well done, which combined with extremely robust player character options make replaying the game an extremely different experience every time. Playing Vampire as a Tremere, a Malkavian, or a Nosferatu for example will provide a unique experience each time even regardless of the choices you make, which will deviate it even further. Meanwhile in the original Fallout/Arcanum games the difference between a male or female character, a smart or a dumb one, things like that could make a massive difference far more than what you see in the newer Fallout titles as will your decisions.

For a more personal touch Baldur's Gate 2 and Knights of the Old Republic 2 while not having much story deviation, do allow for a fair bit of malleability with your companions. So even if you'll be playing the same story essentially, who you're doing it with and how you treat them/how they react can be vastly different, which is another touch I very much enjoy.

Overall though when it comes to choosing the king of choice, it has got to go to Alpha Protocol. If you want to see an rpg experience that changes drastically every time you play it, that's the one to play. Even Witcher 2 with it's massive 2nd act difference doesn't match up to the sheer amount of malleability in Alpha Protocols plot. That really is that games greatest strength... the question is whether it's a strength you find compelling enough to put up with its other shortcomings.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Alpha Protocol definitely. So fucking badass.

There's a bit where a guy with some information you need points a gun at you, you can talk him down and stuff but I just instantly pressed the disarm command, told him to speak, he said he didn't know, I immediately shot him in the leg then asked him again.

Funny thing is I don't think he actually ended up having any worthwhile info at all.

There are so many bits where you can break a normal conversation into mindless violence, it's great. There's a bar where you meet an informant over drinks and you have to option to beat it out of him right from the word go. Literally walked up to him, dunked his head off the bar and demanded answers within the first 10 seconds. Shortest mission in the game if you do that, walk in, get answers, leave.

With that one, the security in the next mission goes up because he went crying to his brother or something. Worth.