Adam wrote:
forestwolf42 wrote:
Idea: This could apply to any story based game, but a game where NPC's react to the manner in which you play, in a substantial way. [...]
So, basically like a "Good / Bad" scale you often find in RPGs, except inferred by play style rather than based on explicit player choices?
Probably a lot harder to do, but definitely sounds interesting. There are a lot of implicit player choices (by which I mean "without mentioning to the player he made a choice") [...]
Pretty much this, not necessarily objectively 'good/bad' because we all love our gritty moral grey areas in modern gaming amiright?
But it's definitely the implicit player choices that interest me a lot, basically anything that's designed to make the player treat the world as a world instead of as a 'game'. Even if their isn't a huge gameplay influence, if the player does something scumbag-y in a fight, and another a NPC calls you out or notices, then it rewards/acknowledges roleplaying.