Consequences are necessary; fail states are not. The thing is, a less than optimal outcome in a game like ME2 is simply a fail state by another name. How many people are going to keep an "honest" playthough of such a game when the end of the saga might well hing upon variables in previous games?Indecipherable said:This single statement here I absolutely disagree with. Consequences are necessary. Those old RPG games I used to play, there were many, many missions that I failed and I just played on because honestly it was just a part of how things worked back then.Gigatoast said:Failing missions is just stupid.
In the legion example, I'd have the game strongly warn against bringing Legion to the flotilla. If you ignored that warning, why not just have a giant firing squad waiting at the door and murder the team. It introduces an instant fail state brought about by making an absolutely moronic decision. An alternate example is that you force your way on board with Legion but, when the trial comes about, you simply find it impossible to keep Tali and lose her loyalty in the process. The two outcomes are largely equivalent because the consequence of poor decision making skills is that you simply cannot get an optimal outcome once the die is cast. The only difference is the former absolutely forces the player to try again while the latter will simply strongly encourage it.