I haven't tried all the options in MED or replayed it. I hope this isn't considered a spoiler, but just in case...
If Nancy has to make a choice, then the game should reflect that. If she has to choose to work with someone or not, it should make a difference.
Some of the kinds of choices I'd like to see more of:
Decide who to ally with: In this case it really should be game changing. Much as this might be a programming headache for HER, I really want to see a difference in storyline if I decide to work with another character.
A decision like this should absolutely lead to things like changes in story line, puzzles that might be added or subtracted or given different potential outcomes, even a different ending.
What to say: (Yes - classic conversation choices!) Sometimes the kind and caring answer is the right one. Sometimes it's the sassy answer. Sometimes they're both right, but not always. Maybe a wrong answer only slows down your investigation, maybe it provides extra challenges, or sometimes you just have to wait until the other characters aren't mad at you anymore. And sometimes it just leads to the conversation going in a slightly different (and maybe even funny) direction.
Decide whether or not to spill the beans: I just replayed Kapu. In that game there are several points where you can choose to tell the other characters what's up. I'm not sure if the outcome is any different if you make choices other than the ones I did (the last time I played it was YEARS ago and I don't recall what I chose then) but there should certainly be extra outcomes from making the "wrong" choice om a situation like this. After all, you may just possibly have let the culprit know you're on to him/her. That might change what they do -- even on a small level.
So while I don't want to see choices that make a programming nightmare for our beloved folks at HER, I WOULD still like to feel like I have a choice, that my choices matter and that I'm not being entirely railroaded into the ending.
I don't think it matters if you team up with Kira or not. |
If Nancy has to make a choice, then the game should reflect that. If she has to choose to work with someone or not, it should make a difference.
Some of the kinds of choices I'd like to see more of:
Decide who to ally with: In this case it really should be game changing. Much as this might be a programming headache for HER, I really want to see a difference in storyline if I decide to work with another character.
A decision like this should absolutely lead to things like changes in story line, puzzles that might be added or subtracted or given different potential outcomes, even a different ending.
What to say: (Yes - classic conversation choices!) Sometimes the kind and caring answer is the right one. Sometimes it's the sassy answer. Sometimes they're both right, but not always. Maybe a wrong answer only slows down your investigation, maybe it provides extra challenges, or sometimes you just have to wait until the other characters aren't mad at you anymore. And sometimes it just leads to the conversation going in a slightly different (and maybe even funny) direction.
Decide whether or not to spill the beans: I just replayed Kapu. In that game there are several points where you can choose to tell the other characters what's up. I'm not sure if the outcome is any different if you make choices other than the ones I did (the last time I played it was YEARS ago and I don't recall what I chose then) but there should certainly be extra outcomes from making the "wrong" choice om a situation like this. After all, you may just possibly have let the culprit know you're on to him/her. That might change what they do -- even on a small level.
So while I don't want to see choices that make a programming nightmare for our beloved folks at HER, I WOULD still like to feel like I have a choice, that my choices matter and that I'm not being entirely railroaded into the ending.
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