Why do games punish players for dialogue choices?

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Started by Legend, May 15, 2020, 03:33 AM

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darkknightkryta

May 16, 2020, 01:57 PM Last Edit: May 16, 2020, 01:59 PM by darkknightkryta
The problem with having a very in-depth branching system, is that you need to have the entirety of the story made and the script written.  That way you can have full branching.  If not you get the Telltale games where choices don't matter.

That said, I enjoyed my time with Batman and Wolf Among Us.  While choices only affecting dialogue is a bit lame, it's still nifty at the same time.  It's cool to see choices brought up in conversation.  But on the other side, having something where Two Face still becomes Two Face regardless is kind of lame.

It'll be cool to see if any publisher gives a dev the freedom to make large branching points for games in the future.  Massive 12 episode Telltale games maybe where choices between games significantly affect the story.  But with the way things are now, the story can change between episodes due to fan feedback.  If you do a proper branching system, the story needs to be locked, so you lose that.

As far as the good vs evil stuff goes, it's not too bad.  Since it can affect the way you play.  Playing Infamous as a good guy is pretty different than playing the game as evil.  Saving people and causing no destruction vs just going ham and blowing everything up.  Kind of akin to no kill playthrough in Metal Gear vs Killing.