[QUOTE="ImOldGreg"][QUOTE="RobbieH1234"][QUOTE="skrat_01"][QUOTE="Juggernaut140"][QUOTE="skrat_01"] lol.
'teh choycez!!'
Itz leik an ARRRR PEEEE GEEEE
Krigon
Anyone who see's this as actual choices (not including TC because I can detect the sarcasm) should be banned from RPG's
Indeed.Id honestly like to know what the options are with causing, or preventing the kids fathers death. That is meaningful choices.
There are none, you find him dead.Although I'd hardly call the 3 examples of dialogue presented here choices, meaningful or not. It's just 3 ways of saying the same thing; sorry he's dead, he's dead, he's dead ant food.
How this scenario should play out: you enter the house to find the father fighting the ants. You have 3 choices:
Save the father; this would open up different dialogue with him and his son. He gives you a quest to clear out the mine which the ants are coming from. You clear out the mine, finding some unique piece of loot in the process, and because you helped the father he helps you in return later on in the game.
The father dies at the hands of the ants; because you couldn't save the father, you lose out on the quest/loot/help later on, but because you tried to save him, his son asks you to inform his family members in a different town of the father's death. You open up this town earlier than normal, the family rewards you with something unique, and they travel to whatever town this is to be with the son.
You kill the father; you kill the ants and then kill the father. You lose out on the above scenarios (unless you lie to the boy, which is a different matter), but because the father had made certain enemies in the town, they reward you for killing him. They give you a quest to do kill a family on the outskirts of town. They reward you with the location of a new town, new armor and more money. They help you later in the game, but because you alligned yourself with them, a rival gang in X town refuses to help you or give you quests.
See? Choices and consequences. You actions lead to radically different outcomes, all of which have further consequences. Of course, there would be choices and consequences within those 3 quests (like killing the boy's other family members, refusing to kill the family in option #3 or lying along the way if your intelligence is high enough), but it's just an example of how much better something like this could be. Beth's scenario is: the father is always dead, you have 3 dialogue "choices" which are virtually identical and (presumably) the boy leaves regardless of the choice; he'll just say "Thanks", "Bye" or "You're an *******".
But hey, that's just me. I actually want role playing in my RPGs.
What are you doing here? GO AND HELP MAKE THIS GAME!! :P
That was kinda typical scenario from Fallout 1 and 2. Something maybe bethesda didn't do enough research on before just stealing the name.
No I'm sure they did enough research,they just aren't talented enough or are too lazy to make something as good,so they made a shooter.
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