QUOTE (amerk @ May 7 2013, 05:53 PM)

You also have to decide how it effects the rest of the game.
If you're good all the way through or if you're bad all the way through, that's easy enough to alter the story to be good or bad.
But what if the player is good some of the times, but bad in other areas? Now you have to decide to what extent they were good, and in what situations, and go from there.
Also, what if they start off good but end bad. That could show the character was always bad, and hiding his true intentions, or that somehow he became corrupt in the course of the game.
Or if he was bad at first, but then became good. That could mean the character has a heart, and felt guilty, and decided to change.
Not to discourage you or anything, just that things like this do take a lot of planning and preparation, because there are a lot of ways the story could pan out as a result.
True, that's how it should be. Sadly, it hardly ever pans out like that.
Take Knights of the Old republic for example. Throughout the game you can make multitudes of decisions. What
do they influence? Whether npc's like you (and rewards) and what powers you can use well (you can take
everything anyway). Only at the *end* of the game do you make the final decision and is the story and world
really impacted.
The same goes for Skyrim, fallout 3/New Vegas, Mass effect etc. You can be Evil, Good or have a split personality
and *still* none of the games really change until you are at the very end of the story and you're forced to make a
last decision. The concept of good/evil games is awesome, but it usually boils down to superficial choices that
decide either short term rewards or whether you let the final boss live.
Why? Because doing otherwise gives you twice as much work.
This post has been edited by Descrow: May 7 2013, 08:21 AM
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