After just viewing the E3 Trailer of Deux Ex 3 I have come to reminisce about my past iconic experiences with the series. Whether it be that tough choice between putting a point in Lockpicking, or putting one in Hacking. The knowledge of Deus Ex 1's beginning and knowing that right below the dock lies a boat with a cache of items within it... also knowing that without a point in swimming it might as well be a world away due to limited air supply. Resulting in either death or at the very least severe injury. The simple freedom the game gave you to play it the way you wanted was amazing to me at the time, but I've come to wonder why one choice has never really been looked upon in any game with the same mechanics.
Kill, or Don't Kill
Many games have employed a way to have a choice in the matter. Thief with it's blackjack, Splinter Cell with Knock-outs, Deus Ex and it's Tranquilizer gun and certain melee, Hitman with Anesthetics, Alpha Protocol's Takedowns, even Mass Effect 1 tasks you with trying to save a colony without killing them in the process. Maybe not all games give you the choice all the time, but it's when it they do that I find it odd that the choice you've made never gets a legit response.
(I know games like Hitman eventually told you how many people you killed in Newspaper format, if you were caught, which effected other levels because of notoriety. It's the starting point to this idea, but not entirely what I'm getting at.)
I usually play games trying to be sneaky, and not killing anyone (Knocking out is different). I generally try to throw my own personal tastes into the situations presented by the game to immerse myself even more. Which usually equates to, "These people have nothing to do with what I'm doing other than being in the way. I don't HAVE to kill them". Only problem with this way of playing is that immersion is lessened when at the end of the game they assume I'm some murdering twatbag.
(This is much in the same way that when you are in a huge battle in game and the NPC's die first thing. You finish the battle yourself, but in the following cutscene the NPC's show back up shouting "Yeah! WE did it!".)
THIS is what I want to change
I want to see a day when I'm playing through a game like Splinter Cell and when the final choice of, "To Kill, or Not to Kill" comes up... They actually play along with it.
Imagine if you will that they go Psycho Mantis on your ass and start yelling out things like, "You haven't killed anyone on your path to me. Do you actually value the life of the people you came across on your journey to me, or are you just unable to take the weight of ending a person's life yourself?". A newly crafted Scene created for you because of the way you played.
It's not even that hard to see coming true. It's much like Bioshock's choice of saving the Little Sisters vs. Harvesting them. Even ONE harvest means that you get a different ending. Enough harvests and you will be presented with a different cut-scene before the ending. Not a DRAMATICALLY different one, but different none the less.
I hope that the game of choice evolves to that with games like Deus Ex 3. Deus Ex 1 was touted for being able to beat the game without killing anyone. Can 3 bring a new standard to the way we play? Only time will tell.
tl;dr: I have to wonder why games with choices never look to your kill-count to add another level to your choices (if given the option to not kill through the whole game).
What are your peoples thoughts on the idea at hand? Could it work? Do you actually want to see it in games? What games do you think would be better/worse if it were implemented?
Kill, or Don't Kill
Many games have employed a way to have a choice in the matter. Thief with it's blackjack, Splinter Cell with Knock-outs, Deus Ex and it's Tranquilizer gun and certain melee, Hitman with Anesthetics, Alpha Protocol's Takedowns, even Mass Effect 1 tasks you with trying to save a colony without killing them in the process. Maybe not all games give you the choice all the time, but it's when it they do that I find it odd that the choice you've made never gets a legit response.
(I know games like Hitman eventually told you how many people you killed in Newspaper format, if you were caught, which effected other levels because of notoriety. It's the starting point to this idea, but not entirely what I'm getting at.)
I usually play games trying to be sneaky, and not killing anyone (Knocking out is different). I generally try to throw my own personal tastes into the situations presented by the game to immerse myself even more. Which usually equates to, "These people have nothing to do with what I'm doing other than being in the way. I don't HAVE to kill them". Only problem with this way of playing is that immersion is lessened when at the end of the game they assume I'm some murdering twatbag.
(This is much in the same way that when you are in a huge battle in game and the NPC's die first thing. You finish the battle yourself, but in the following cutscene the NPC's show back up shouting "Yeah! WE did it!".)
THIS is what I want to change
I want to see a day when I'm playing through a game like Splinter Cell and when the final choice of, "To Kill, or Not to Kill" comes up... They actually play along with it.
Imagine if you will that they go Psycho Mantis on your ass and start yelling out things like, "You haven't killed anyone on your path to me. Do you actually value the life of the people you came across on your journey to me, or are you just unable to take the weight of ending a person's life yourself?". A newly crafted Scene created for you because of the way you played.
It's not even that hard to see coming true. It's much like Bioshock's choice of saving the Little Sisters vs. Harvesting them. Even ONE harvest means that you get a different ending. Enough harvests and you will be presented with a different cut-scene before the ending. Not a DRAMATICALLY different one, but different none the less.
I hope that the game of choice evolves to that with games like Deus Ex 3. Deus Ex 1 was touted for being able to beat the game without killing anyone. Can 3 bring a new standard to the way we play? Only time will tell.
tl;dr: I have to wonder why games with choices never look to your kill-count to add another level to your choices (if given the option to not kill through the whole game).
What are your peoples thoughts on the idea at hand? Could it work? Do you actually want to see it in games? What games do you think would be better/worse if it were implemented?