B:TS' system might seem more sophisticated, but there is far less variety to the path you are able to take than in many RPG's. The Fallout-series has been good about implementing indirect consequences of action, and other games as well. Some (not all) of those instances where choices are made in other games, aren't as salient as options in a dialogue box, and I think you expose your lack of awareness when you're claiming the opposite. We've come to expect decision-trees from a Quantic Dreams game, and it's been done before (recall the hostage-situation in Deus Ex: Human Revolution, where if you take your time, the hostages have been killed, although there is no explicit prompt telling you that there's a major consequence of your tardiness). In other words, you can't decide to do something that the game doesn't facilitate, is the point I'm trying to make.Īlso, consequence of actions (apparent or not so), has been integral to RPG's and other game genres throughout time, and while you try to sell Beyond: Two Souls choice-system, as an implicit one, even to the point that the claim is that the player doesn't know that he or she is making choices, is a bit presumptuous on your part.
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If there is no scene to fail, there is no different outcome to be experienced. There is no picking things up and doing stuff with them on your own terms. The game gives the exploring type an illusion of there being things to do, but if that "white dot" doesn't show up, you will not be able to explore further, and if it does, you will only explore what has been programmed and recorded. All of that was scripted (just like in other point and click adventure games, which is a genre, which this game so certainly belongs to). Every moment, every deviation from the rails. It's an interesting point, but 1) I think you're overstating it tremendously, and 2) I think you failed to prove your point.įirst of all, I believe you've been swept up by the illusion of agency, while in fact everything in the game WAS previously scripted. Much like the first time you watch The Matrix, you don't understand why Trinity runs in the phonebox when there is a truck about to drive through it. I thought the second play through would be better, because the core story has been understood, you can focus on the details, and actually notice the differences from your decisions. I was planning on another play through this weekend, and judge by myself of decision making potential of the game, however with your article in mind, I guess I will see it under a new light. Your article really makes me appreciate the depth of the work done by the Quantic Dream team. so I guess they got that right, the story wrote itself seamlessly. That said, I still couldn't put my finger on when and where I could have made game changing decision.
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I had a mixed feeling when I completed the game, because it did feel like I didn't have as many choices as Heavy Rain, but then I thought that it was impossible.