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This is pretty much what happens to a ton of games. It seems open, but you can’t do any creative solutions because it isn’t part of the design. Not saying it is
by prox 4y ago
This is pretty much what happens to a ton of games. It seems open, but you can’t do any creative solutions because it isn’t part of the design. Not saying it isn’t tough, but a company like Rockstar should have the ability to pull it off.
Just yesterday I learned that in Skyrim, there is a caretaker in the orphanage called Grelod the Kind, who is terrible to the children. So apparently if you are a pacifist, you can put a fear spell on her and she will run out the orphanage and she gets killed by a beggar there. That’s brilliant! It tells a story (beggar must have got her kid in) and it’s another way to solve the problem.
- fudgefactorfive 4y agoExactly, it's worlds that aren't a sequence of stories but a mesh of relationships that seem much more alive. I can obviously see how it's much harder to make a narrative state machine than a sequence of events with maybe a few branches, but still it's disappointing when huge budgets are spent on visuals alone with no good reason to examine them deeply. Cough Cyberpunk 2077 Cough.