• Dagnet@lemmy.world
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    8 months ago

    KotOR did the evil path so well. You get completely different quests by going evil with comparable rewards. Other games you get someone asking for help, saying no is the evil choice but all that does is lock you out of the quest and give up all rewards, not KotOR, in KotOR being evil pays off

    • Cethin@lemmy.zip
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      8 months ago

      For most games, the evil path is only created so the player technically has a choice, so they feel like they played a role in the path they took. In reality, most of the time there is truly only one fully developed path and the developers knew which you would take.

      I don’t want to call it lazy, because it isn’t and is just a smart use of resources. However, when a game actually fully fleshed out the evil path it is a work of wonder.

    • Paradachshund@lemmy.today
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      8 months ago

      I’ve noticed that, too, that often the “choice” is really a choice between doing content or not doing content. Sometimes this is true outside of good vs evil choices, too. Do you help this person? If you say no you just don’t get that mission. There’s no fallout by not helping someone in other words.

      I’d love to see more RPGs play with that (and I say that understanding how complicated and big of a task it is to do that)

      • Dagnet@lemmy.world
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        8 months ago

        Seems to be in developer hell for a while now, Id say the odds are low it wont suck