- Sep 2, 2017
- 250
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Well, that is WHY I took Mass Effect as an example. It is an Action-RPG. With way more RPG than action, which I never believed before I played it, years after its release. Another example would be one of the first adventures, Indiana Jones and the holy grail. Or its successor Fate of Atlantis. A wrong decision and you die/get stuck for eternity (dying in the end as well naturally lol). If i remember correctly, in Holy Grail it is even where you are in a few hallways/catacombs where you move in and depending on your decision can never leave. I will write the rest in Spoiler regarding ME:As as for having bad choices in a game....Of course there needs to be bad choices and consequences otherwise it's just a click through. But at the end of the consequences should be a solution that lets you redeem yourself and get the content you lost for making the bad decision.
This is afterall an Adventure/RPG game not an Arcade game where you miss shooting the ship you just die and start over.
Imagine an adventure game that had a few hallways you could enter but never leave?
Would anyone really replay that game or would they just move on to one that doesn't FORCE you to make a save every three steps you take JUST IN CASE you hit that dead end hallway?
That is pretty much why I don't buy into the notion that dead ends spur replayability...
All it spurs is massive save slots being used which makes the hardest part of the game trying to keep all the saves organized so you know which one is which.
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