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Zikten 04/19/24 1:45:35 AM #1: |
It would require so much script writing for all the possible routes. But if you played on hardcore mode, when people died, the story would actually acknowledge it and change the plot for the rest of the game. And every death would do this. Some would be more impactful to the rest of the game than others. Depending on who died. But you'd have surviving characters still effected by the loss hours later. I know Nintendo doesn't want to do this because of how much work it would be. But it would be cool And some deaths would lead to totally different battles later on. Even different endings ... Copied to Clipboard!
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FF_Redux 04/19/24 2:11:39 AM #2: |
Mario dies on 1-1, Luigi becomes depressed and lives in the Mario 2 dreamland forever. Peach marries Bowser and rule Mushroom Kingdom together.
--- http://i.imgur.com/hRsG4.jpg https://i.imgtc.com/zZQ38Hb.jpg http://i.imgur.com/Z4cir.gif http://i.imgur.com/qEyGS.gif https://imgur.com/37KDT ... Copied to Clipboard!
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Kim_Seong-a 04/19/24 2:18:19 AM #3: |
Feel like this would be somewhat manageable if you only used like, a "core" of about 4 or 5 main, killable characters to base the story around. And then side character deaths would mostly only effect parts of the game related to their own little personal sphere, like a hometown or a school or something.
--- Lusa Cfaad Taydr ... Copied to Clipboard!
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dotsdfe 04/19/24 2:21:11 AM #4: |
This has happened already. Sort of.
https://youtu.be/hlfgp4aS_A0?si=KcyRc_E4UK8BMh53 SoV had a LOT of random scenarios for characters dying, including a lot of ending changes, some unique post-battle dialogue for characters if their friends/relatives died, and some unique plot changes like that one. That game rules. They put so much love into it. I'm really sad that its sales were a bit whatever. --- https://www.youtube.com/user/dotsdfe I make Fire Emblem videos. Sometimes. ... Copied to Clipboard!
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Amakusa 04/19/24 2:47:10 AM #5: |
dotsdfe posted...
This has happened already. Sort of.That's how Fire Emblem was in general in the early games because you were expected to have your units die through the course of the game. It's only 'relatively recently' (more like the GBA games) that the design philosophy changed, after it's been established that players did their best to keep units alive. It's part of the reason why I find the idea of trying to 'save everyone, recruit everyone' in Shadow Dragon such a terrible and tedious idea. --- I will rule the world, and find that truly good cup of coffee. ... Copied to Clipboard!
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