tag:blogger.com,1999:blog-5415259115390030406.post8628210800073170453..comments2022-03-02T02:57:05.231-05:00Comments on Post-Launch Reviews: Mechanics and Narrative: RPGsDominic Mattehttp://www.blogger.com/profile/09711711981365429057noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-5415259115390030406.post-91151490356254163872012-10-03T14:00:38.868-04:002012-10-03T14:00:38.868-04:00Excellent post, and series of post, so far! I thin...Excellent post, and series of post, so far! I think that as technology improves, so too will a game's ability to track choices and actions and reflect the consequences upon more and more things. Part of it is game design, of course, but just having the ability to do so, to have your choice not to help character x incite a comment from character y, even off-hand, opens up a world of choice and realism.<br /><br />It's funny too how picky we gamers are. I don't know about you, but I seem to range between wanting one of two extremes and yet sometimes wanting a balance. For example: I have been enjoying Deus Ex, despite my accidental manslaughter of hostages :S, but the amount of thought and consequence is almost too much at times; sometimes I just want to play and follow a story and not have to think and plan out every single action. Anyway, my point is, it's nice to have choice, in and out of game.Dallas Kasaboskihttps://www.blogger.com/profile/09475032211385823114noreply@blogger.com