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Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas


JimboUK

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I don't think I or anyone else really understand how difficult it must be to make a game that gives the player so many choices or "avenues" for completing or accomplishing something in this game. It would have been much, much easier had they just wrote a story and then basically gave the player one way to do things. The only other series of games that maybe did it as well is the Mass Effect series. But as he pointed out, most of the dialogue branches in ME were just to "flesh out" the story. Crafting a story for a game that gives the player many choices and different outcomes is becoming a lost art it seems.

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