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Zeus
12/10/18 2:03:11 AM
#132:


ParanoidObsessive posted...
I don't really play games with magic and elves and 8-foot long swords and undead dragons and time travel for realism, though.


Magic and undead dragons are fine, having a snippet of dialog said in a small village radiate out to outcomes made in a town on the other side of the game world is not. The vast majority of your decisions should logically be segregated. When you have characters magically knowing information, it's immersion-breaking.

Of course, if you don't like realism in your fantasy, you might be okay with your 8-foot sword hitting enemies 20 feet away without any explanation for the effect so all of this might be a moot point >_>

ParanoidObsessive posted...
I get the appeal for some people to have your actions leave a lasting impact on the world, but when the only significant impact you can really make is denying yourself content as if the game is punishing you for being reckless or ruthless, then that's not really a selling point in any way to me.


So basically you want your decisions to matter while not actually mattering? >_>

ParanoidObsessive posted...
Almost none of that really means anything to YOU as the character in the game, though. It's more like "Man, a lot of interesting stuff happened in this world, in the past, when you weren't around. And if you're willing to sit around reading books about it, you can learn about it. YOU'RE mostly going to be doing a lot of stupid radiant fetch quests, though."


Except most does matter to YOU as the character and you as the player. Lore and thematic elements make a world of difference. For instance, the Falmer as a monster type are relatively dull, but the history of the snow elves makes them intriguing. Then you have the way that it all ties into the Dwemer ruins as well.
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