Torment: Tides of Numenera

Torment: Tides of Numenera

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Rooftopkorean 2017 年 3 月 3 日 上午 4:19
Why the choice/consequence system is flawed in most RPG´s
Grown up with isometric RPG´s I am very happy to see that story driven RPG´s with a heavy emphasis on choices finally make a revival. So I also eagerly awaited the release of TON.

Most RPG´s nowadays allow you to embody an alter ego utilizing different aproaches, i. e. being a good guy with high moral standards, being a ♥♥♥♥♥♥, an opportunist, or eventually not getting involved in things too much.

I like to play the good guy aproach but in most RPGs I loose the interest because it is so extremely convenient and artifically promoted. From a educational standpoint it is a good idea but from a realistic standpoint it is not.

Everybody knows that "being good" i. e. supportive, friendly. etc., maintaining high moral standards in the real world sometimes isn´t that easy and even in our everyone´s "normal" life relations, job, we are confronted with extremely tough choices where we´re asking ourselves "did I just sold my ethical values?". Also the defintion of "being good" varies extremely. Imagine that in a extraordinary world like it is potrayed in most RPGs full with war, misery, and human abyss this choices would be even tougher. There is no happy ending to every choice, not all consequences can be forseen and thus most important not every choice is onedimensional good or bad.

And here is where most RPG´s are flawed.

When I started playing TON I mantained extremely cautious. Should I tell people what happened to me? Better not now. With whom I should talk at all? Can I trust some strangers that happily agree to accompany me on my journey after knowing me for 5 minutes? Are there dialogue choices that could mean death to me? No I don´t want to help the prisoner, perhaps his friend is telling me complete bs. Are there parts I should avoid in this Town completely unfamilar to me?

Questions that would arise in most of us

- 2 hours later -

"Oh people want to lnych an expelled sticha, better look for a convenient choice that makes everybody happy. Ah persuasion is needed, hold on a sec. I´ll inject some intellect into me and come back to max the probability that you will believe me otherwise we will try again"
"Oh a classical dillema between this or that."
"You asked a tough question and the probability is very low that I will give you a satisfying answer, here talk to my companion!"
"Wow this guy has a lot of dialogue options, better click all of them, oh look something netted me some exp and something updated my journal, how wonderful! Better to talk to all other people on this planet about everything! Just don´t drink too much!"

Then I reached the point where I lost the interest. SERIOUSLY who thought this choices system would be a good idea? You basically min/maxing yourself through a story.

This is not a TON bashing thread. Compared to most RPG´s TON does its Job at least worst in this category. The main problem is that the general quality of writing, especially plausibility in all genres of video games in comparsion to literature and motion picture is abysmal and in 20 years I didn´t see much of change to this fact. Also not expecting to see change soon because most people seem happy with that anyways.

There was a Game I´ve played - Age of Decadence - it was honestly a mess and involved extremes of trial and error, I´ve never finished this game on the ordinary way but what I can tell you is that the guy behind it was trying to achieve something visionary concerning choices, consequences, and a somewhat believeable world.

Never played Planescape Torment though. Do you guys believe it will bring me more joy and is worth a try?


最後修改者:Rooftopkorean; 2017 年 3 月 3 日 下午 1:52
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目前顯示第 1-15 則留言,共 19
Gregorovitch 2017 年 3 月 3 日 上午 5:19 
引用自 Strife
not all consequences can be forseen

But in a video game, they have to be, they all have to be written for and accounted for in advance.

引用自 Strife
in all genres of video games in comparsion to literature and motion piture is abysmal

The comparison is slightly unfair for three reasons I think:

The script for an RPG is far longer than almost all books and certainly films. The PoE script for example was I beleive 1,600 pages long, longer than Lord of the Rings and War and Peace. They didn't have decades to write the PoE script.

There is a tension between writing and gameplay in video games that doesn't exists in film and book which are passive. Ouside of stuff like Stanley Parable. The flow of the game is important and of course everyone has a different reaction to the balance between narrative and gameplay.

It is much harder to write convincing NPC dialog when you don't know the charcter of the protagonist and you don't know which actions the protagonist has taken so far when the conversation takes place. This is something that can't happoen by definition in film or book. It's why NPC lines can sometimes come across as irrelevant, cookie-cutter or banal.

引用自 Strife
There was a Game I´ve played - Age of Decadence - it was honestly a mess and involved extremes of trial and error, I´ve never finished this game on the ordinary way but what I can tell you is that the guy behind it was trying to achieve something visionary concerning choices, consequences, and a somewhat believeable world.

AoD is an intersting game, one I have dabled with but ultimately it's stilll on my "must get round to trying seriously (but probably never will)" list becasue I've never had much success with it, mainly, as you say, becasue you have to try and try again messing with exact builds to get through the hard stat checks in various paths of the game, and I can't really get into that easily

To me the fundamental dilema on choice and consequence is that you can't actually influence consequencies becasue they have to be pre-written into the game, you have to choose from alternative pre-determed paths blind, so for me they do not feel real. For this reason I prefer epic linear adventures. In addition the more divergant the consequences the shorter the game due to the amount of duplication of events altered for differnt circumstances. AoD is a classic example. I prefer an epic adventure I can start and finish in one go.

Skyrim and Fallout 4 also expose problems with C&C approaches in my view. You have almost unlimited choices available but none of them have any really meraningful consequences. The "mile wide inch deep" syndrome.
最後修改者:Gregorovitch; 2017 年 3 月 3 日 上午 5:20
Gosen 2017 年 3 月 3 日 上午 5:26 
Just play Planescape and see for yourself. I can only tell you that you have to convince people to join you, you have try hard sometimes, it's not Numenera which gives you everything for free. As for choices, I guess mostly ending is very costly, but still worth getting there. You have clearly high standards and I blame you that you haven't tried it yet. But be aware, whatever flaws you find in Planescape, it's the best story in games you will ever see/read. Oh, and you definetly should try Witcher 3, in terms of choices, one of the best.
最後修改者:Gosen; 2017 年 3 月 3 日 上午 5:27
Asuzu 2017 年 3 月 3 日 上午 6:01 
There are no choices, really.
All quests are straightforward as a bar stool.
All you do is click a lot of text and get some XP here and there.

There is no feeling of unveiling the mystery in dialogues as it was in PS:T.

I mean, in PS:T even your first dialogue with Dak'kon when you meet him beats entire writing of this poor game into goo.
Here, in T:ToN, when I see computer intelligence descirbing things with the word "stuff" I wanna slap the writer into goo...
Thorin 2017 年 3 月 3 日 上午 6:06 
The main problem with C&C is lost work, if you have a choice which will force you to lose one side of the option, than the lost side i lost work for the developper. while it improves replayability, the econd run is optional for everyone, and most player won't even finish the first one, so anything not shown in the first run is lost.

If as a developper you put 20 hours of playtime in the game, and you can get 18 of them out in a single run, than it i a good ratio. If you can get 5 hours in a single run, it will make your choices relevant and meaningfull, also make a bad ratio, and most player will say: only 5 hour gametime, not worth full price.
raubrey 2017 年 3 月 3 日 上午 7:01 
引用自 Strife

There was a Game I´ve played - Age of Decadence - it was honestly a mess and involved extremes of trial and error, I´ve never finished this game on the ordinary way but what I can tell you is that the guy behind it was trying to achieve something visionary concerning choices, consequences, and a somewhat believeable world.

Never played Planescape Torment tough. Do you guys believe it will bring me more joy and is worth a try?

I will say I hope they get AoD straightened out, I really enjoyed the setting/dialog etc. I was psyched to play a grifter.

I think we're of similar mind on that game and maybe this one. My expectations were low for --my enjoyment of -- this game and I've been happy with it -- as in "worth the price" happy. Do I love everything about it? No, but I am entertained and able to-- for a change-- use dialog over combat. I think the people who made the story etc. are quite talented.

I think it is is rather a matter if you're able to immerse yourself in the world. I am a (ahem) much older player and whether it's because I am very bored with the standard fantasy world setting for now or what, I don't know but I was able to get into this one pretty readily. I do like sci-fi (not a nut about it) and philosophy which probably helps.

This game, through words (but not solely) has been able to inspire feelings/reaction/roleplaying -- e.g. some things were very creepy/sad/novel/ For instance, the setting at times has creeped me out more than Fallout despite its visuals.

I haven't had my coffee yet, so am probably not explaining well -- my allergies are acting up etc. But I did want to say, the game is really a good step in the right direction. It's for a niche set of players but maybe less niche then I believed given the interest in both this game and AoD.

I hope devs stick with the genre -- it is quite satisfying when it works.

P.S. Look at how few have done the main quest even halfway per achievements and then say the game is too short. This game really seems to be for completionist types who take their time, to really get the most out of it.

P.S. I was very cautious in the beginning too :)

/waves at @Gregorovich -- I always enjoy reading his interpretations, may not always agree as a person with different likes/dislikes/priorities -- but they largely seem fair and educated.
最後修改者:raubrey; 2017 年 3 月 3 日 上午 7:10
TRELLTRON 2017 年 3 月 3 日 上午 7:07 
What does TOM stand for? Do you mean T:ToN?
Rooftopkorean 2017 年 3 月 3 日 上午 8:00 
引用自 TRELLTRON
What does TOM stand for? Do you mean T:ToN?
Meant to be TON, thanks for pointing it out.
Aged Swine 2017 年 3 月 3 日 上午 8:29 
引用自 Asuzu
There are no choices, really.
All quests are straightforward as a bar stool.
All you do is click a lot of text and get some XP here and there.

There is no feeling of unveiling the mystery in dialogues as it was in PS:T.
Sure, it works like that. But if you just ask everyone about everything, do everything you are supposed to do and solve every quest in an immediately obvious way, you'll miss some really interesting things.

For example... how much people here know that it is possible to talk to the Nychthemeron?
最後修改者:Aged Swine; 2017 年 3 月 3 日 上午 8:30
Rooftopkorean 2017 年 3 月 3 日 上午 8:34 
That sound very promising. Have to try Planescape for myself.

引用自 Gosen
Oh, and you definetly should try Witcher 3, in terms of choices, one of the best.
Indeed, I´ve already played it and was very impressed but stopped because it was hard to find the time for this epic and I don´t like to play RPG´s "episodical".

But awesome that you mentioned it because it suits perfectly as an argument how quests can be done. There was an impressive quest line involving a Baron and his family. He was a tyrannous person to his people and his family aswell. Knowing this I aproached him with condemnation but while the quest line proceeded you grew familar with him and sympathy arise, despite constantly thinking "don´t forget what this man has done." In the end I was in the middle of the misery of an entire family without having the ability anymore to know what action is the best, without knowing what will happen while questioning your own actions... and eventually it ended with an completely unforseen disaster for one person without spoilering to much.

Most games and also other media forms are so busy to absurdly villainized the antagonists while completely neglecting to explore their thoughts. This was a welcome change and was something I did not expect. Not many games/quest lines did achieve this for me. Many things happened in this quest line I don´t remember anymore but I do remember that this wasn´t your typical "fix the problem with a mechanical aproach" RPG quest. The mentioned disaster in this W3 quest unfolded in such a non-melodramatic way that it left an even stronger impression on me. And the soundtrack, beautiful.

Maybe I remember this trough rose-tinted glasses but this quest line was one of the best I´ve ever played, perhaps not from a gameplay standpoint as I recall it correctly it involved much traversing from A to B in order to talk to people but from a narrative and choice/consequence perspective, this is what I would love to see more games do.
最後修改者:Rooftopkorean; 2017 年 3 月 3 日 上午 8:57
Aged Swine 2017 年 3 月 3 日 上午 8:47 
Witcher 3 isn't really the best in its series in terms of choice & consequence. It's definitely the best in many other respects, but there aren't that much meaningful choices compared to the game's size. The first Witcher already established the idea of choices that come back and bite you unpredictably after a long time, when you least expect it. And Witcher 2 literally gave you a completely different perspective on the whole remaining story depending on what you choose at the end of chapter 1. Complete with a different set of side quests (except just a couple common ones).

In the end, W3 failed even to properly account for all the meaningful choices you could do in W2. It certainly does have some real C&C of its own - just not nearly as much as it should have. But it's still an absolutely unique example of a game that went open-world and still managed to stay properly story-driven.

Age of Decadence, on the other hand, is the single most branching RPG of all time. At least I don't know of any other game that could compete with it on that field. Of course, that didn't come without a high cost: too short in any single playthrough, too little gameplay outside the dialogue mode (it's MUCH more of a "visual novel" than T:ToN), etc.
最後修改者:Aged Swine; 2017 年 3 月 3 日 上午 9:08
Tracido 2017 年 3 月 3 日 上午 8:59 
引用自 Kirinyale
For example... how much people here know that it is possible to talk to the Nychthemeron?

They fixed this? Damn, I will have to do another playthrough now..
Aged Swine 2017 年 3 月 3 日 上午 8:59 
Fixed what exactly? It was possible even way back in the beta (even before it went Early Access, I think). Just not easy to find. I briefly checked and it still seems to work exactly as I remember from then.
最後修改者:Aged Swine; 2017 年 3 月 3 日 上午 9:02
Tracido 2017 年 3 月 3 日 上午 9:36 
引用自 Kirinyale
Fixed what exactly? It was possible even way back in the beta (even before it went Early Access, I think). Just not easy to find. I briefly checked and it still seems to work exactly as I remember from then.

I read in the final version the changing of night by breaking the clock no longer functions to unlock the dialog there..
Gosen 2017 年 3 月 3 日 上午 10:24 
引用自 Tracido
引用自 Kirinyale
For example... how much people here know that it is possible to talk to the Nychthemeron?

They fixed this? Damn, I will have to do another playthrough now..

Since there's no day and night cycle I thought it's impossible, unless somewhere later in game, while scripted night come.
Aged Swine 2017 年 3 月 3 日 上午 10:39 
@Tracido: well, it does for me, but you'd better put that under a spoiler tag - I didn't mention the exact solution on purpose. :)
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張貼日期: 2017 年 3 月 3 日 上午 4:19
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