So, I’m just wondering, what types of choices do people like in games? Do they prefer that certain choices are only available when certain criteria is met, or do you prefer to have all choices available, and different outcomes based on your character’s abilities?
For example, in Mass Effect, there are certain responses that you can use in conversations, but only if you’re high enough in the renegade/paragon meter. Personally for me, this kind of annoys me, though I guess it encourages you to replay again.
I’m just at a point in my WIP where the character has some options to resolve a certain situation…and I was going to make options available only if the character passed a criteria check, but it occurred to me that this is exactly the type of thing that annoys me! So now I’m wondering if it’s worth letting people choose a method, and then potentially failing because they chose to try and resolve a situation by trying to utilise a skill they’re not that great in. So, for instance:
The player is being held captive.
The options are:
Obey instructions (no criteria)
Outwit their captor (high intelligence required)
Overpower their captor (high combat required)
Charm their captor (high charisma required)
Would you prefer to see only the options in which your character will succeed? Or would you rather have the choice to make a bad decision and face the consequences (although ‘failure’ almost never means death, just that you won’t have as much respect from your companions than if you succeeded). Personally I think the second option will probably mean work but more entertaining to play? On the other hand, I don’t want to annoy people. If I went with the second option, I’d probably include some clues in the actual options using criteria checks so…
The player is being held captive.
The options are:
#Obey instructions
*if combat > 5
#Overpower your captor. You think you can take them.
*if combat <= 5
#Overpower your captor. You might get lucky. Then again, you might not.