this post was submitted on 14 Nov 2025
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[–] Flamekebab@piefed.social 2 points 8 hours ago (1 children)

Whilst it's been twelve years I remember returning to the between mission hub and characters literally complaining. The boatman in particular.

[–] DrSteveBrule@mander.xyz 1 points 7 hours ago (1 children)

That's true, it is a game where each choice has a direct consequence. Going along that train of thought, do you see the "star system" in GTA as the game scolding you for your choices? If you've never played it, in GTA you are a criminal and as you commit crimes you get a star rating. The more stars means the more law enforcement that attempts to subdue or kill you. There really isn't a way to complete the game in a non-violent manner though.

[–] Flamekebab@piefed.social 1 points 6 hours ago (1 children)

A better equivalent would be a GTA game giving you a mission with a tank and then the mission givers seriously, not for comedy, giving the player shit for doing anything but driving on the road avoiding all cars.

My problem is with the tonal dissonance of giving the player weapons designed to be fun only for the game to complain when they're used.

The opposite being a Bond game. Really he should only be using sneaky spy weapons but he's given a ridiculous arsenal and expected to use it. If you give me a machine gun then why would you expect me not to use it?

[–] DrSteveBrule@mander.xyz 1 points 3 hours ago

I think there is a difference between what the developers expect and what characters expect. In Fallout3 a settlement builds their town around a deactivated nuclear bomb. There is an opportunity very early in the game to detonate it, which most characters understandably react poorly to. But I wouldn't rate the game poorly because the surviving NPCs of that settlement become hostile to the player afterwards. The developers don't really expect anything from the players as there is the choice to do either thing. I thought Dishonored did that as well. NPCs who cause havoc to the city by killing people and spreading disease will hear complaints from the surviving citizens. Also the story of the game sets up the player to be framed for murdering the empress so most NPCs by default already hate the player character. I liked that the game gave players the choice to remain noble and try to actively prevent further chaos or say fuck it and slaughter everyone who stands against you even if you are technically in the right.