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Interactive Worlds with consequences is impossible in MMO

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Comments

  • allegriaallegria Member CommonPosts: 682

    Some in this thread said casuals wouldn't like it. Frankly it wouldn't matter.. you can still give them what they get now. A quest NPC with a !!! over their head, and a location to go do what they are going to do.

    I think if you are casual and just want to login and quest some, advance your character this would not effect you much.

     

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    Imagine if you had quests from a faction that then switched sides... you could get an email from said faction and either have that NPC

    a) escape to a new area and contact you and say "we switched to join the empire but some of us are resisting, please come help us and meet me here at X"

    b) Cut off contact with you, which could then be followed up by another email from a commander on your said saying "i know you were helping faction X, well they have switched sides, i know of a way we can win them back meet me here at X"

     

    Thoughts ?

  • allegriaallegria Member CommonPosts: 682

    Originally posted by namelessbob

    I have been attacked due to choices I have made then given a choice from the attackers to scare or let live. I have also gotten a title specifically due to the choice I made while others do not have the title, and I am only lvl 32. I mean seeing that level of integration at such an early level I can only imagine what will happen as I hit max level. The game is pretty impressive.

    The problem is its in a bubble, the world never changes around you. As you said, it is fun but in the end all the choices are static becuase the world never changes.

    Time is implemented like crap in MMOs and I do not think it is necessary.

  • iamflymoloiamflymolo Member Posts: 152

    As much as I heard the devs bragging about the choices you make impacting your story, I was hoping for at least some difference in terms of what quests and stories would be available to me in the future based on choices I'm making now. For example: if I choose to kill someone in one of my instanced quest rooms, how difficult would it have been to have that instanced room contain different occupants in the future? The reality is that Bioware could have taken the time to put in some alternate story lines and they advertised it as if that's exactly what they were doing, but unfortunately they did not. If my choice is to either kill someone or not to kill someone, I know that this is the last time I'll be interacting with that character regardless.

    Also - you say that conversations change based on your story and change the story itself. Although there are certainly examples of this, the vast majority of the time there will be a throw away line like, "I'm sorry you feel that way," vs. "I agree with you," and after the throw away line the dialogue remains exactly the same regardless of your choice. Again - this is not always the case but it is the norm. On rare occasions you might have a different quest objective based on your conversation choices but you will always end up turning in the quest and moving on to the same followup quest (if there is one) and will almost always get the same reward. Personally, I feel fairly disconnected from the story because only about half the time am I given a conversation choice that I actually feel represents my character and it won't make any difference regardless. I can't help but wonder if your feeling that your story is different and npc's are responding differently to you is simply based on your perception of your character and not anything that was actually written or programmed into the game.

  • RizelStarRizelStar Member UncommonPosts: 2,773

    Originally posted by iamflymolo

    As much as I heard the devs bragging about the choices you make impacting your story, I was hoping for at least some difference in terms of what quests and stories would be available to me in the future based on choices I'm making now. For example: if I choose to kill someone in one of my instanced quest rooms, how difficult would it have been to have that instanced room contain different occupants in the future? The reality is that Bioware could have taken the time to put in some alternate story lines and they advertised it as if that's exactly what they were doing, but unfortunately they did not. If my choice is to either kill someone or not to kill someone, I know that this is the last time I'll be interacting with that character regardless.

    Also - you say that conversations change based on your story and change the story itself. Although there are certainly examples of this, the vast majority of the time there will be a throw away line like, "I'm sorry you feel that way," vs. "I agree with you," and after the throw away line the dialogue remains exactly the same regardless of your choice. Again - this is not always the case but it is the norm. On rare occasions you might have a different quest objective based on your conversation choices but you will always end up turning in the quest and moving on to the same followup quest (if there is one) and will almost always get the same reward. Personally, I feel fairly disconnected from the story because only about half the time am I given a conversation choice that I actually feel represents my character and it won't make any difference regardless. I can't help but wonder if your feeling that your story is different and npc's are responding differently to you is simply based on your perception of your character and not anything that was actually written or programmed into the game.

    This is how I felt as well durring OB :/.

    No enviroment changes either in the instances. 

     

    I might get banned for this. - Rizel Star.

    I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.

    P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)

    Common Sense Logic = P2P logic is no better than F2P Logic.

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