SajuukKhar said:
pure.Wasted said:
My point was that a "freedom RPG" that is designed such that the choices you're presented with should not, logically, have interesting consequences... is a poorly designed freedom RPG. If it doesn't make sense for your quests to affect the world in interesting ways, scrap those quests and make new ones. If it doesn't make sense for your NPCs to be terribly affected by the player, the conflict around them isn't being set up properly.
95% of quests shouldn't have large impacts on the world, and those that do affect the world should not be mentioned outside the immediate area that they occur in, if you design a contrary to that, then you have done so wrong.
Making most of the quests have some noticeable impact on the world kills all believability, and turns most of the populous into drooling monkeys whose sole purpose in life is to spout praises to your character in some obvious and illogical ego-stroking event.
that Mr. New Vegas commented on even 1/10 of the things he did shows how god-awful they set their consequences up.
Perhaps the problem here is that I haven't explained what I mean by "consequences." I don't want NPCs to do nothing but talk about my latest accomplishments. I want NPCs to
live in the world they live in.
A hypothetical scenario:
You're playing a typical fantasy RPG. You arrive in an isolated human town, the folks are nice enough but something a little weird is going on. You do some digging around and find out that the town council is made up of Cthulhu-worshipping cultists. What do you do?
A) Leave the town because this quest doesn't interest you, or your main quest is too urgent to stop in every single village and solve their shit.
B) Kill the city elders and burn down the town hall, their place of ritual worship.
C) Tell the people (including NPC
Bob) what you've found, convince them to rise up against the council elders and take their city back.
If you did A), you come back eventually and find the whole town deserted. After a while, noteable NPCs you've encountered in other cities begin disappearing one by one. The cultists got wise of your suspicions and moved their operation, but not before turning all the regular folk into ingredients. You can find Bob in some tavern halfway across the country, trying to drink away the horrors of what he saw before he got away.
If you did B), because there's no longer any form of government, the town falls into disarray. The asshole blacksmith decides he should try his hand at playing king, turning the place into a fort. Half of the NPCs manage to escape and make an exodus to the nearest village, where they have to beg for food on the streets. Bob is the blacksmith's reluctant lieutenant, and can still be reasoned with to turn this whole thing around without getting everybody killed... if you so choose.
If you did C), this town goes on to be perfectly fine, but hostilities increase in other nearby towns, because some people there think they can start a revolution by claiming their government is a bunch of sociopathic cultists, too. Bob, hero of ThatTown, goes to one of these villages to convince everyone to calm down.
See what I mean by consequence? All perfectly reasonable, and the NPCs don't revolve around you in any way.
edit: and if you did a smaller quest that ends with Bob leaving town, first, then he doesn't do any of those things he did above. Seems like a very small thing, except if you ended up doing C) and then tried your hand at calming things down, having Bob by your side would make it much more likely that you would succeed.
I used big plotful things in my example simply because it's easier to imagine without me needing to invent a crapton of particular characters with particular backstories. Instead of towns and cultists and revolution, we could be talking about the relationships between a crapton of different NPCs, these relationships changing over time based both on your involvement in their lives, your involvement in the world around them, and themselves. Much less work for devs, much more work for me now if I wanted to make a scenario out of it.