@turambar said:
@geraltitude said:
Opaque choices can work at times, but the fact there are actually optimal choices in this game makes it very annoying.
Yeah, you're totally right. The more I play this game the more I am really frustrated by the Choice Design. It's not just opaque, it's very arbitrary - the optimal choices aren't visible through any kind of logic, whether that's logic based on strategy or based on knowing the personality of your team members.
Your complaint seems very strange to me.
Why should the player be able to intuit what the "good choice" is? If any astute player who wasn't born yesterday could just choose the Paragon option and make everybody happy and never lose supplies or have characters die, what fun would that be? Yeah, there's obviously some kind of optimal playthrough someone has probably pathed out where you choose all of the least harmful responses, but again, what fun is that? They're meant to be blind choices that let you role play how you think those situations should be handled on a moral/ethical level, and then you're stuck with the consequences. Yes, they have ramifications with your supplies/equippable items/clansmen/fighters/varl, and sometimes you get screwed by them, but hey man, that's how it goes.
The thing you guys seem to be asking for sounds incredibly dull and boring, because it removes all personal investment in your choices if you could always just obviously pick out whatever choice gives you the most resources.
We're not talking about the morally good choice. We are talking about choices with an optimal route in terms of in-game mechanics such as time spent, supplies, fighters/clansmen, morale, etc.
OK, then ignore the first sentence or two I wrote. Everything else I wrote applies. If you want to min-max the game, obviously someone will path out all the best responses, but that's clearly something to do on the 2nd and 3rd playthroughs if you're hunting for achievements. You're not meant to know the outcomes of the choices your first time, because they aren't meant to be "Hey dawg, let me break down the pros and cons of these options." That's pretty clearly not what they're going for.
The game isn't asking "You're about to leave, the king is bestowing upon you a gift, do you want more money or more units?" The game is asking "Some fucked up thing is happening, role play your way out of it as you see fit, we'll see how it goes, but you're probably gonna get a raw deal no matter what".
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