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This game plays like older RPGs where it doesn't hold your hand and tell you exactly what will happen and that does lead to unforseen consequences. If that's an issue, save more and reload saves if you're unhappy with the result. Otherwise, roll with it and deal with the consequences as intended.
It's not a matter of hand holding it's about interesting choices.
In that case you are totally wrong because if they want a result they would have warn the rangers that:
1 - They would break the engament about the radio
2 - Banished from town.
Moreover just because Rangers refuse assassinate for them, that's quite laughable and ridiculous.
WL2 writing is pretty weak.
If you want to be warned before you make every little choice, Wasteland 2 is not the game for you. Try Hello Kitty Island Adventure, it'll be nice to you. :)
But again that's not the point it's how bad was the choice you had to do, pale stuff quite empty, very low quality writing. And there's plenty choices like that in the game that are purely badly written.
Fallout 3 charasma was ♥♥♥♥♥♥ too vegas had way better indepth dialogue. (But the game length took a hit. )
WL2 is heavy on consequences, I don't think I have seen anything at this level, but to highlight and make interesting the choices it is weak, and its an opinion I have since a long time, at Highpool versus AGC chocie I already saw the problem and it's only been confirmed by playing more the game.
About the game highlighting "In depth choices" it means the consequences, again I never played a RPG with that many consequences and that many consequences details, it's just at another level than any other RPG, or almost any. Perhaps Ultima 7 but I'm not sure even for it.
I think I failed explain my point and nobeody understood it. Again, it's about putting empahse and focus and thinking on the choices, and about building chocies to make them dilema choices that make the player think on some subjects when he does the choices. The game do that badly, and often transfert a lot of this focus later for the consequences when the choice is back in past. that's not bad, it's just weird how well done it is for consequences and how weakly done it is for choices, most often or too often.
The steam won't cause crippling damage, and you'll only be up against cockroaches. If you're afraid of losing your clothes just take them off temporarily.
my eg: is when you go to the bar in rail nomad and talk to the coward merchant whith Angela in your party, then she murders him in cold blood for being a coward. In my 1st playthrough, i was miffed that I could not stop her, or arrest her or report her to Vargas, so i decided to kill her in cold blood. And guess what, no one cared. lol
. There are NO alternate choices for so many encounters and discussions where there should be.
after that i knew what to expect from the rest of the games story.
The second element is I didn't bother much on that event, and then didn't get bothered by the lack of alternate choices or consequences. Angela warned she was going to kill the murderer and yeah it's totally unfair as the guy isn't really the murderer, and yeah it's Angela going mad.
So yeah they missed a little consequences, at least come comments on that in Citadel or some NPC in the area where it happens. For an option to jail her or something like that, well.
But what's weird for me is that you complain on lack of consequences but almost all RPG I played have much much less consequences than has WL2, so it's a bit unfair to complain on that.
For alternate choices, there are many but eventually not what you would expect.
For me all RPG haven't much alternate choices and on that point WL2 does well and very well on consequences.
For me the problems of the choices are:
Why such approach would work a lot better, it's because for most players, fail a quest or lost a goal is like fail a combat it's unacceptable and it's reload.
If the player is confronted with a very late negative consequence too far in past he won't bother load that back.
If he feels he failed a choice and reload back and try something else and see it's balanced on any point of view, he tries load back once more and then learn it's vain, and then concentrate on the pure roleplay of choices and live with the consequences.
If he see a short term consequence he hates and feel this hadn't be hinted well at choice time, he load back and then if another choice involves more logical consequences, then he feel frustrated. At reverse if any immediate consequence feels fairly hinted or well highlighted, the player will be confident in the design at choice time and won't feel to try some lottery bet. And then he will be able concentrate on the roleplay at choice time.
That is the player has became confident in the design and choices aren't used for fail/success or as a challenge tool, and don't feel like random lottery or it's too much delayed consequence to make reload an option, so he can concentrate on the roleplaying.