If you don't like lineality play a roguelike game. Just remember that you are trading lineality for squiggles that are meant to represent the game and the majority of the time you will just be a hamster in a maze.
Actually the only cannon ending was the one where you save meryl, because both meryl and Otacon are alive in the next games. Not to mention the fact that Otacon had an active camo suit and was rescued from the fox acapeligo. it makes sense that Snake had the inf. bandana from meryl and otacons active camo in the next game.not a zaar said:And some games say "to hell with it" and pick both endings as cannon, like when Snake had both the active camo and infinite ammo bandana in MGS2, even though those were seperate prizes you get depending on which ending you got in the original MGS.Dr Faust said:Most games like this pick a "cannon" ending that most fits the theme of the second game. I think that's a good compromise between narrative structure, consistent characterization, and branching-paths gameplay. It gives you something to strive for, as in, "The established character would have tried to collect all seven magic rubies WITHOUT slaughtering the villagers, so that's the cannon ending."
You truly are an idiot, aren't you? You clearly have no idea what the word choice means.jboking said:On topic, I really dont care about choices in RPG's, because there actually aren't any. even in Fallout you are constrained as to what you do. Either way, a good portion of any RPG is the story and I perfere to leave it to the pros.
The point I was trying to get at is the idea that you are always constrained by the designers ideas of what choices are acceptable. I suppose I didn't highlight that too well, I should have said free will, and for that I am sorry.Silver said:You truly are an idiot, aren't you? You clearly have no idea what the word choice means.jboking said:On topic, I really dont care about choices in RPG's, because there actually aren't any. even in Fallout you are constrained as to what you do. Either way, a good portion of any RPG is the story and I perfere to leave it to the pros.
Let's give you an example.
Town A is under attack, and the hero walks by. You companion says "Let's save them!"
If you can answer "Yay, lets!" and nothing else. You DON'T have a choice.
If you can answer "Yay! Let's!" or "No, screw them." and you save them whatever you say, you have the illusion of choice. You still don't have a choice.
If you can answer "Yay, let's!" or "No, screw them." and whatever you pick is what happens, you HAVE a CHOICE.
It doens't matter if it's preplanned. It has to be. YOU STILL HAVE A CHOICE! How hard is that to understand, there's like three people, at least already in this thread who doens't understand that. If you can choose between different actions, or responses, and these change what happens in the game you have a choice. That's what a choice is.
Giving you total freedom is something completely unrelated, and you people should go back to school, because you seriously missed something in your education. Total freedom is good and all, but it's irrelevant when talking about choice. You have tons of choices in Fallout or Arcanum, no matter if every response is planned out in advance. They usually don't have any real effect on the real storyline though, just a few people at a time. That doesn't matter. They're still choices.
I agree. Some people are going to be a little unsatisfied by the fact that they can't immediately start frying aliens left, right and center like the dirty xenophobe they may be trying to roleplay as.OnlyWonderBoy said:I thought Mass Effect did it well. There were a few choices that effected the game slightly but they were satisfying. Also if as promised the choices will actually effect the sequel greatly. Other games like Persona 4, the choices didn?t seem all too important.
You're confusing "But thou must" with "Illusion of choice"not a zaar said:No, the "illusion of choice" is when a jRPG gives you a dialouge option but the game will never progress until you pick the "right" option (and you know this happens a lot, in like every jRPG.) Whereas a true RPG like Fallout will actually give you choices, and force you to live with the consequences of those choices.
Agreed. When I think of an RPG, I would certainly LIKE to effect the end of the game with my in game choices, but I'll settle for wearing a cool outfit and acting like an idiot to all my in game counterparts. Although I can never bring myself to be evil in those pick your response type games just because the way they say things just sounds so openly mean.Tyrphanax said:Simply put; Customisation equals Fun. The more of yourself you put in your avatar, the more you get out of the game.
Galliam said:That's because no game ever allows you to play evil. You're either goody-two shoes or a very stupid jerk that likes getting into fights.Tyrphanax said:When I think of an RPG, I would certainly LIKE to effect the end of the game with my in game choices, but I'll settle for wearing a cool outfit and acting like an idiot to all my in game counterparts. Although I can never bring myself to be evil in those pick your response type games just because the way they say things just sounds so openly mean.