Posted January 23, 2013
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doccarnby
The Devil's Eyes
Registered: Jun 2010
From United States
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Gazoinks
Is an AI
Registered: Dec 2011
From United States
Posted January 23, 2013
Yeah, it's definitely annoying, although also understandable, as it's really hard to write a fully reactive game that offers and takes account of every choice.
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CaptainGyro
GogPartyPooper
Registered: Aug 2009
From United States
Posted January 23, 2013
I don't understand why people let such commonplace videogamey things like that totally ruin any sense of immersion. Personally, I think it's pretty easy to look past
Post edited January 23, 2013 by CaptainGyro
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Chimerical
Registered: Nov 2012
From Canada
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flubbucket
"Intoning"
Registered: Dec 2012
From Micronesia
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Thunderstone
Elementalist
Registered: Jun 2009
From United States
Posted January 23, 2013
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But all the games, where they foreshadow that the bad guy is someone close to the main character. And then never let you do anything about it till the bad guy reveals themselves as bad. Those drive me crazy. In some they make it a mission objective that you have to keep the bad guy alive, but I know they are a bad guy, come on. Or they have lines like "come on follow me" then you have no choice but to walk into a trap, even though you figured it was going to be one all along.
Probably a long time off before these type of things are not common place in games.
Makes me with I could deck the guys who made the game. Now it would be one thing if it is a genuine surprise and during replays I just know about it, but it is another ballpark if it is blatant.
Post edited January 23, 2013 by Thunderstone
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hedwards
buy Evil Genius
Registered: Nov 2008
From United States
Posted January 23, 2013
FO:NV doesn't really do this. The only things I found myself wanting to do were things which were prevented by the other factions being completely unwilling to get along, even when it was in their interest to do so.
Which the game did a pretty good job of justifying.
Chimerical: I really hated the fake battles in Odium (a.k.a Gorky 17? ) The outcome was predetermined, might as well made it a cutscene instead.
But all the games, where they foreshadow that the bad guy is someone close to the main character. And then never let you do anything about it till the bad guy reveals themselves as bad. Those drive me crazy. In some they make it a mission objective that you have to keep the bad guy alive, but I know they are a bad guy, come on. Or they have lines like "come on follow me" then you have no choice but to walk into a trap, even though you figured it was going to be one all along.
Probably a long time off before these type of things are not common place in games. The problem with those sorts of things i that they work out OK, if people are being more passive about it. It irritates me when people guess right and then complain about how obvious it was. Especially in cases where most people didn't see it coming.
Which the game did a pretty good job of justifying.
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But all the games, where they foreshadow that the bad guy is someone close to the main character. And then never let you do anything about it till the bad guy reveals themselves as bad. Those drive me crazy. In some they make it a mission objective that you have to keep the bad guy alive, but I know they are a bad guy, come on. Or they have lines like "come on follow me" then you have no choice but to walk into a trap, even though you figured it was going to be one all along.
Probably a long time off before these type of things are not common place in games.
Post edited January 23, 2013 by hedwards
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Chimerical
Registered: Nov 2012
From Canada
Posted January 23, 2013
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Makes me with I could deck the guys who made the game. Now it would be one thing if it is a genuine surprise and during replays I just know about it, but it is another ballpark if it is blatant.
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edit: to add second reply
Post edited January 23, 2013 by Chimerical
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KylieM
Krazy Kylie
Registered: Oct 2011
From New Zealand
Posted January 23, 2013
Lettuce! Oh wait...
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P1na
Wandering fruit
Registered: Apr 2012
From Spain
Posted January 23, 2013
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Another thing that annoys me are choices by selecting answers with poor wording. As an example, taking the aforementioned VtMB, I was beating it siding with the anarchists and got to the ending scene. And there, I misinterpreted one of the final conversation options and was stuck with a "WTF is my character doing" instead of the awesome ending sequence I saw when I reloaded. But the second time doesn't have as much impact, does it?
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TwilightBard
Luteless Bard
Registered: Sep 2008
From United States
Posted January 23, 2013
There are two types of choices I hate in games. The first is, the good/evil choice that appears over and over in a game, but the one time you take the evil choice you're suddenly irrevocably evil (Bioshock...), and, well, The Mass Effect 3/Deus Ex: HR style 'Pick your ending...nevermind how you acted throughout the game, pick what fits best for you.'
Both of these are kinda pointless. The Bioshock one is annoying because people do have their moments of weakness. It would have been cool to see some extra writing done based on when you made an evil choice for a quick payoff. It's the kind of thing that defines people. Did they do it once early on out of curiosity, or maybe when they were scared of a boss and needed that quick payoff to make sure they had the right plasmids?
With the other, it's a lot harder. It comes down to lazy writing. There's so many choices that it's hard to really make endings that fit the varied different ways that things can end. Or just the fact that they didn't want to actually put your choices into things. Again, Human Revolution, if you were a decent person and completed side quests completely and in a generally nice way, maybe people would use you as a potential beacon for enhancing allowing us to do great things without sacrificing our humanity.
I don't know, I'm just weird.
Both of these are kinda pointless. The Bioshock one is annoying because people do have their moments of weakness. It would have been cool to see some extra writing done based on when you made an evil choice for a quick payoff. It's the kind of thing that defines people. Did they do it once early on out of curiosity, or maybe when they were scared of a boss and needed that quick payoff to make sure they had the right plasmids?
With the other, it's a lot harder. It comes down to lazy writing. There's so many choices that it's hard to really make endings that fit the varied different ways that things can end. Or just the fact that they didn't want to actually put your choices into things. Again, Human Revolution, if you were a decent person and completed side quests completely and in a generally nice way, maybe people would use you as a potential beacon for enhancing allowing us to do great things without sacrificing our humanity.
I don't know, I'm just weird.