I'm quite confused now... If we imagine that the game made it possible for the character to be revived, then I am sure that many people would attempt to regardless if how usefull/useless such a character is... I would catagorise that as an activity to please the achiever mindset. What I mean by this is that it would be one of those things that people would do for the sake of being able to do it. Where the accomplishment does not effect the gameplay directly but is used to prove the players acomplishments. The most common examples of this are games like Geometry Wars or Pinball FX 2 where people keep playing to get high-scores to "show off" so-to-speakMore Fun To Compute said:I see things differently and disagree with how you use the term gameplay.Velocity Eleven said:What I'm trying to say is that the words "concequences" and "decisions" are often used for elements that are more apparent in the narrative rather than the gameplay and my personal prefence is that which changes the gameplay
An action game might have very strong "in the moment" gameplay where you are only concerned with how your avatar is performing. If in Gradius a coffee power-up gives you a laser beam while a tea powerup gives you an option then that is a strong gamplay choice. But I specifically chose examples that are only the sort cosmetic "dolly dress up" options that you get in RPGs.
What is usually meant by choice and consequence, or more specifically reactive game worlds, in RPGs is not the sort of thing that changes "in the moment" performance of action gameplay but a sort of meta strategy for what you want to achieve in the world. FF7 is famous for a scripted death sequence when one of the party characters dies. Many people were desperate to figure out some sort of secret way to keep her alive or bring her back even though the developers didn't add any such feature. They might not need to use her for combat but doing something like keeping that character alive is a strategic goal for the player that is equivalent to finishing the campaign and different to how efficient they were at clearing the combat encounters. This is another level of gameplay.
EDIT: ok, so I read your post again... just want to confirm that I am talking about both on-the-spot strategy and meta-game strategy, I am saying that FF7 even though has a linear storyline, there are many meta-game strategies as well as on-the-spot ones, which sometimes mix (I like it when games mix them). For example, when you get Ultima Weapon, you can equip it to give you instant on-the-spot strenght boost, however if you do then the materia equiped to it won't gain AP so you have to think both long-term and short-term