Valvar
Member
Definitely agreed. The VtM games and Planescape: Torment also did it excellently. The problem, I think, is that it is hard. When game developers make an RPG, I imagine they think "hmm, we need the player to make hard choices here" and then they come up with a problem for the player. I think that might be the wrong approach. Instead choices should be something you have in the back of your mind at every turn, and when the opportunity presents itself you hand over control to the player. I also think that being unforgiving is good. As this game won't use save files, the possibility to immediately give the player consequences without the option of reloading are great. But as I also said in another post, paraphrasing CD Project Red, the player shouldn't be making choices because of the imagined consequences. When they do show up (the consequences, that is) the player will have to handle them (the player has to Deal With It ), and that makes the game come alive and makes it personal.