by Midgar Studio
Sounds like a great concept, having consequences for your actions,
Perhaps in some cases you could do a side quest for redemption as well. OK maybe if a village has been burned down due to your actions that isn't feasable but if you're kicked out of a shop for being rude maybe you could get back in if you complete a small side quest to appease the owner, or even a revenge quest. Example Kicked out of a shop so a side quest to break in and steal some stuff, which could lead to even worse consequnces if you're caught.
Just putting some extra ideas out there, looking forward to this game a lot.
Branching stories definitely will increase playability for me. especially if ps4 trophies are supported
This sounds great.
I definitely like the idea of branching stories and having your actions ultimately effect how the world and the people in it interact with you. If it's done well it can add a lot to the experience.
By the way, am I imagining things or did someone (or many people) pull their funding recently? The overall total is thousands less than I remember it being last I checked. :(
Sounds good to me. If done properly would make game worth playing more than once but you would need to let players know quests will expire and their will be consequences.
I like the idea behind these, but I can't deny their execution could be a source of much frustration. For Example, enemies can only find in certain time/weather cycles, can be frustrating if no in-game way of finding out, and especially combined with a small random battle percentage.
Merchant closing its doors could be bad if there's "types" of merchants, and it closes off say level appropriate equipment needed. Though I can see it being intentional for some "rare" weapons, or some such.
Lastly, quests on timers without the player having some way of knowing I'd say is unfair. If there's an in-game world mention of it being timed, even if for specific ones, go long way to helping Players feel fairness and affirm in choices made. It's one thing if player had to make hard choice to drop one quest for another due to time constraints, another if the game arbritrarily did so with NO Information to the player (in-game, warned in quest, or otherwise).
Sounds good to me. Would be interesting to see how it plays out with a party too weak to take out the opposition.
Wow, that was jarring to see. Not in a bad way mind you, just that it's unexpected since you usually see that sort of design in WRPG style games. Admittedly though I haven't played too many of them, Mass Effect 1 being about the only one I finished, though I plan to play the Elder Scrolls series, so I can't really say how I feel about that yet.
But to be honest, I wasn't very fond of example with the village burning down because you took too long to be honest. Namely because in many single player RPGs, for the most part, the sidequests more or less wait for you to even start, much less finish them. It would just be unexpected for many players that their mission is actually timed in such a way, especially if it is a huge open world with a lot to do, and/or they have other sidequests to complete. I don't think most players would expect that they are being timed. That and it would kind of make the player want to rush through the game worried if anything else is effected by the timing of their actions.
@Alan Pettit - most of the games won't tell you "hey, if you choose this now, you'll miss that later" - and I think if that were to happen, it could alter considerably the gameplay... think of it as life itself: you make a choice. You MAY or may not have a chance to undo/change what you've done, but most of the time, you won't know the outcome until it hits you in the face ;)
And since we're talking about games... unlike life, you can always play again, save and load, etc...
Awesome. Really awesome. But on the subject of "branching stories" and "multiple choices", one of the main problem I've noticed with most games nowadays is that even though they give you choice, they only reward good actions.
One example that always comes to my mind is from Deus Ex. Ok, the focus is stealth, but if you want to try the game as some carnage-thing, you'll get less XP. WAY less XP. Most games I've played to this day, I have treaded the "light path" because of this. I want to develop my character, and the only way to fully develop - or to gather all XP available - was to do "the right thing".
On St. Patrick's Day, here's a toast that Edge of Eternity doesn't make that same mistake and that I feel like I can be the bad guy without missing half of the game =D
Very cool! Just be careful when you develop the achievements/trophies that they aren't too dependent on things that can be locked out for the player. I don't mind doing a second playthrough for various things like speed runs or higher difficulties, but losing out on something because of a choice earlier that you didn't know about can be frustrating.