You can't say it isn't evolving. In Dragon Age your actions don't fall on a strict good/bad continuum; rather, they affect people differently who have different sensibilities. For example, if you are a stereotypical "good guy," you will often lose points with Morrigan. Defending love or taking up a do-gooder side quest are quintessential hero choices, but they will cost you points in this case. And those points have an impact on Morrigan's value as a teammate.
And there are other times where you can get off the good or bad path with no noticeable repercussions to your popularity or power. It's an improvement over Fable II or Mass Effect, since it allows you to play the game more naturally and not as an ongoing calculation.
It's the closest thing to real life I've seen in a game. But, then again, some of us might have trouble understanding real life as well.
(YellerDog's response caused a -2 approval.)
That method of storytelling where your actions have direct consequences with those around you most often instead of arbitrarily affecting how the entire world reacts to you?
Yeah, real clunky.
I'm sorry if it really does it for you or whatever. Shit takes me right out of the game every time.
It is exactly a "choose your own adventure" style of storytelling. As opposed to a novel/film/good format.
Last edited by YellerDog; 13 Jan 2010 at 02:52 PM.
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