.... and how they negatively impacts on the enjoyment of playing.
Can we talk about this?
Either I'm getting to old, but I dont think I am, but I found myself paying more attention to a game wiki and what upcoming choices were, than actually caring about the dialogue and how "I" would have answered it. THis goes back I think to a lot of games but most connected to this thread right now Dragon Age Inquisition. I found myself playing a couple of missions, then opening up the wiki and looking at how choosing diffrent sides impacts the rest of the game and what I need to do beforehand to get the choices "correctly". This seems counterintuitive to what the devs probably had in mind creating the choices -> I imagine having choices in games are there to make the game more living and that players on a whim impacts the world. I do not imagine the idea was to make players sit and read and decide beforehand what choices they are going to make, basically spoiling the game for themselves.
I like WRPGs... but I feel now that I would have liked it even better if choices were less impactful? Am I alone in this? It feels stressful to have the knowledge that I lock myself into certain things if I make certain choices and it would be less stressful to know that "sure you can make choices but that doesnt lock you out of things down the road."
I am not saying I have started to think WRPGs should be more like picture books - like JRPGs - not at all, just that games that force you to read wikis before and while you play are a weird design choice.
But maybe I'm just to old?
Can we talk about this?
Either I'm getting to old, but I dont think I am, but I found myself paying more attention to a game wiki and what upcoming choices were, than actually caring about the dialogue and how "I" would have answered it. THis goes back I think to a lot of games but most connected to this thread right now Dragon Age Inquisition. I found myself playing a couple of missions, then opening up the wiki and looking at how choosing diffrent sides impacts the rest of the game and what I need to do beforehand to get the choices "correctly". This seems counterintuitive to what the devs probably had in mind creating the choices -> I imagine having choices in games are there to make the game more living and that players on a whim impacts the world. I do not imagine the idea was to make players sit and read and decide beforehand what choices they are going to make, basically spoiling the game for themselves.
I like WRPGs... but I feel now that I would have liked it even better if choices were less impactful? Am I alone in this? It feels stressful to have the knowledge that I lock myself into certain things if I make certain choices and it would be less stressful to know that "sure you can make choices but that doesnt lock you out of things down the road."
I am not saying I have started to think WRPGs should be more like picture books - like JRPGs - not at all, just that games that force you to read wikis before and while you play are a weird design choice.
But maybe I'm just to old?