3WINTERS Posted August 12, 2011 Share Posted August 12, 2011 (edited) I am sure many won't agree with this concept but I think it would entice replay-ability far better that, 'you've finished everything 100%, start over' Now at the moment I'm putting focus on guilds/factions. I would like a system like in New Vegas where joining one faction could leave a level of animosity between you and another. Encouraging you to choose your path. For example joining the dark brotherhood means you can't be involved with a social and legally upstanding group... Yeah the DB probably wasn't the best example considering their secrecy but I'm sure you get my drift. When doing my own roleplaying on Oblivion I would make my own choices in that respect. I guess that would feed into a morality system too. Edited August 12, 2011 by 3WINTERS Link to comment Share on other sites More sharing options...
LeopoldCrank Posted August 12, 2011 Share Posted August 12, 2011 It seems like the guilds work in a way similar to that. For instance, it might be that the Warriors faction and the old fashioned fighters guild will be in opposition. Not sure of the details, or guild allegiances, but Todd Howard has been hinting to guilds being aware of events in the game world outside of just their own guild. Even if they don't though, they definitely have branching quests, in particular the new Rebels guild that we have found out about. Link to comment Share on other sites More sharing options...
3WINTERS Posted August 12, 2011 Author Share Posted August 12, 2011 oh coo, I definitely missed out in that info, I guess that's part of the concept of your actions having consequences. I love it when it feels like you really made an impact to the virtual world, something oblivion lacked Link to comment Share on other sites More sharing options...
Alcrin Posted August 12, 2011 Share Posted August 12, 2011 It's generally not a good idea to do content lockouts like this. Lemme break it down this way: The problem with branching content like that is, to get to the new stuff you haven't seen yet in a second playthrough, you have to do all the stuff up to that choice over again. There are two possibilities of how this can work out: 1. The player doesn't have any fun going through the content they've already seen a second time. In this case, requiring them to go through it to get to the new content is just adding unfun fluff to the game, no better than the (not-so) old RPGs that require constant level grinding just to advance normally. The best thing to do is cut it out and let the player see both paths. 2. The player has fun going through the same content again. In this case, the lockout is totally unnecessary because the player doesn't need any additional motivation to replay the game, so the lockout mechanisms just add additional complexity to the story graph. The best thing to do, again, is to cut out the lockout and let the player see both paths if they wish. In both cases, the lockout only takes away instead of adding. The only time when a lockout is effective is for story reasons: Being a member of one of the houses in Morrowind makes you an enemy to the other two. However this kind of thing can easily be written around if you plan ahead. Link to comment Share on other sites More sharing options...
marharth Posted August 12, 2011 Share Posted August 12, 2011 The problem with this is you don't have a complete storyline for each faction. In FONV it worked since you followed each faction to the end, here you are going to be following a quest line that doesn't work like that. Link to comment Share on other sites More sharing options...
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