You're creepy.ViRi said:it was very satisfying.
No, not really. Unless you really hate reloading and trying again.Kashrlyyk said:I am struggling with reloading being a disincentive. Is it or not?
Leon said:...
I'm not 100% sure what you were getting at, but I believe it better that you can do something terrible (or just screw up in a spectacularly terrible way) and have to pay the price. ....
Err... What?Kashrlyyk said:In my book one of the possible consequences of commiting atrocites should be "GAME OVER"! But that means the player just reloads the game. So how can game designers really drive the point home that some actions are really, really bad?
And so was Deus Ex 2Bodybag said:1). Fallout 1&2 were both released prior to Columbine (this is actually not a trivial aside, believe it or not).
Kashrlyyk said:What I am getting at is a more general problem: Is it possible at all to force the player to pay the price that fits the atrocity without him just reloading the game?
So what price should a player pay for destroying Megaton? Is loosing out on some quests and a house and bad karma enough?? Does the price fit the atrocity?? Caravans can spread rumors and informations.
In my book one of the possible consequences of commiting atrocites should be "GAME OVER"! But that means the player just reloads the game. So how can game designers really drive the point home that some actions are really, really bad?
Or in a real world analogy: Would anybody think jail is a punishment, when he can just walk out of the front door?
You mean that all NPCs are suicidal? Also, they have to know it first, then they would have to recognize that PC have done that. Also, PC can kill a town and it's okay as long as they don't kill a kidBowyerte said:(all NPC are shoot-on-sight
It always made me wonder. There are so many great bounty hunters and adventurers in the Fallout world, but somehow there are still tons of quests, including profitable assasinations left for the PCBowyerte said:contract killers at every corner, etc...)
The inability to kill them
or the reaction this would cause in the world (all NPC are shoot-on-sight, contract killers at every corner, etc...)
I agree on both.FeelTheRads said:I believe the bounty hunters in Fallout were a good compromise since the game didn't beat you over the head with its morality. Still, I think it was just a bit too much.
Fallout did it pretty well with one unique group of bounty hunters, though it should still depend on witnesses.Josein said:If I'm satisfied with the kill and I want to play the game that way, I would like that possibility. Fallout games did well with this because as soon as you are a childkiller bounty hunters begin to acose you and the game gets rather difficult.
Aaron Eastburn said:What I think we will see now is a hack that comes along that removes the restriction but doesn't implement a repercussion.. and that could be far worse for the industry.
Snackpack said:Aaron Eastburn said:What I think we will see now is a hack that comes along that removes the restriction but doesn't implement a repercussion.. and that could be far worse for the industry.
The first thing that came to my mind after reading that was a mod where you gib a child and then balloons and confetti rain down and an applause track plays in the background.
To be Unclean; That is the Mark of the XenoSnackpack said:Now that would cause quite a stir if someone were to send it to the media![]()
I believe the bounty hunters in Fallout were a good compromise since the game didn't beat you over the head with its morality. Still, I think it was just a bit too much.
I think that there should be some kind of system of spreading rumours and identification of character. For example if PC would encounter a travelling family and killed everyone except a kid, there would be a chance (probably small) that the kid survives and tells someone about it. Then there should be a check if PC can be identified. Maybe he would encounter that kid somewhere and the kid would recognize her tell everyone that he murdered his family.
On the other hand if PC would kill everyone in family, probably no one would find out. Maybe a patrol would find them and probably quickly lose track of the killer.
Also, there's that quest - killing the leader of the CoC in the Hub. Decker asks PC to leave no witnesses, which means killing everyone inside, including a kid, sick people and a doctor and a city guard outside.
Another thing:Slaughter Manslaught said:Good ideia. How they can prove if it was you if they didn't saw you doing the deed? But if they saw or heard it, it would make sense if this frightened people, at least in the nearby area. With merchants spreading news and rumors, it would increase. Also, it would be interesting if killing the children of important and powerful people had consequences. Say, killing Carlson's kid should make him send NCR Troops to give you some New Californian Justice.
Actually, I'm not sure if the game checks if you left any witnesses. I remember once not killing the kid just to see what will happen and nothing happened. I don't know how about the others.Slaughter Manslaught said:That quest was awesome, by the way, I hated that fucking flower child. Oh, and there's no need to kill the city guard outside, he's aparently blind.
Precisely, you reload because you don't like the outcome. When you reload, your previous actions are undone, or rather, haven't been done. You're terribly misunderstanding the concept here.Kashrlyyk said:What kind of "meaningful disincentives and negative repercussions" could there be in a game, where you just reload, if you don´t like the outcome?
I am struggling with reloading being a disincentive. Is it or not?
Leon said:Deus Ex came out after the Columbine incident. You can shoot a kid until he dies, and then turn the corpse into gibs if you want. It's all shown, just as any other killing in the game is. Somehow, this horrible atrocity ended up as GoTY.![]()
Sorrow said:It always made me wonder. There are so many great bounty hunters and adventurers in the Fallout world, but somehow there are still tons of quests, including profitable assasinations left for the PC.