slimgrin said:
I suspect what Gregski might be skeptical of is giving the player choice just or the sake of it, a la Bioware. If so, then I heartily agree and I'm willing to lose some freedom of choice if it makes the narrative stronger. The Witcher isn't a exercise in wish fulfillment, sometimes the plot beats you down, deprives your Geralt of exactly what you'd want because of how you chose. If I made a choice in TW2, or at some point in TW3 that deprives me of the chance to settle down with Triss, I can live that. That seems like a CDPR approach to C&C. It shouldn't be like 'okay, game's about to end, here's your selection: Triss, Yen, Ves. Now choose.'
That's definitely one of the things I meant. First, it would just be bad storytelling - and I value that higher than pure ability to "choose". I write "choose" because it's not like you have real choice in games - you can rather pick from a few alternatives. My Geralt cannot romance with anyone else than the developers let me.
And I agree - making it a simple Bioware-dialogue-wheel-type selection would just kill it for me and make it just another "hey, it's just a game" moment.
slimgrin said:
Because the only true love is the one freely given, and not pre-determined by fate, or something else beyond our control. It is what philosophers believe free will involves - that there are alternatives a person can choose from, and which alternative a person chooses comes from him, and not something external to him, such as fate or pre-destination.
I am no philosophy graduate so I guess I cannot go deep into theory of good will or love, especially the true one. However, I don't think there's one definition of love that is the right one. Or that the game should in any way implement such definition.
What I mean is buried in following question - do you ever really
choose who you love? I am not talking about fate or pre-destination. But my life experience taught me that things in relationships are far more complicated than "should I go for Yen or Triss" or "I share these experiences with Girl 1 an these experiences with Girl 2, so I'll go with number 2" etc etc (I know, it's simple, but it's also very simplified in games).
Sometimes we end up loving people we don't have many obvious reasons to love - hell, sometimes people shake their heads and ask "What does she see in him!?". Sometimes we stay indifferent to people that would be the ultimate logical CHOICE to fall in love with. Sometimes our loved one ask us "Why do you love me?" and the first answer that comes to our minds is "I...I don't know...I just do".
I don't want to go in circles, so I'll just make my point - loving someone consciously and logically is sometimes hard. Loving 2 people at the same time is even harder. Having to choose one love over another is one of the most heartbraking, soul crushing experiences that exist. Re-creating it in a videogame is no small challenge - especially if we're talking about some mature treatment, not Bioware's "choose your own (sexual) adventure" type of thing. So either the developers reach some sort of mastery in evoking emotions and attachment to characters(including one character gamers have never actively engaged with in any type of relatioship) to make me feel torn and heartbroken when the choice appears or I don't care for it. And if I don't care for it - there's no point, really.
"But RPG=choice!" cliche just doesn't cut it for me, at least not this time and not with this type of choice.