I agree on the soundtrack, modern games try to sound way too much like movie scores and don't really have any recognizable level themes anymore.
I always felt like stealth was the right way to play the game because the consequences of being violent were generally negative. I'd like to see more missions where choices have unintended consequences. Perhaps being a merciful saint could be just as bad as much as being violent. Getting the best outcome should come from actually understanding the situation and foreseeing what will happen.
[QUOTE=Jazer;47609672]I always felt like stealth was the right way to play the game because the consequences of being violent were generally negative. I'd like to see more missions where choices have unintended consequences. Perhaps being a merciful saint could be just as bad as much as being violent. Getting the best outcome should come from actually understanding the situation and foreseeing what will happen.[/QUOTE]
Yeah it's pretty dumb where it's always good choices = good consequences, you pretty much don't have to think and only pick bad choices for kicks.
[QUOTE=Novangel;47609770]Yeah it's pretty dumb where it's always good choices = good consequences, you pretty much don't have to think and only pick bad choices for kicks.[/QUOTE]
This plus I think good choices should pretty much always be the harder ones, because that's how it usually is. It's generally more demanding of a person to be a constant "good", that should be reflected in games because then the only reason anyone is ever going to pick the evil option is for kicks, not because it's an actual hard decision.
Games really have done choices poorly for the most part, the shining example is Mass Effect (which is still one of my favourite games, but it's RIDDLED with horrible flaws). BioWare games just do choices in a really shitty way, to be honest.
[QUOTE=Jazer;47609672]I always felt like stealth was the right way to play the game because the consequences of being violent were generally negative. I'd like to see more missions where choices have unintended consequences. Perhaps being a merciful saint could be just as bad as much as being violent. Getting the best outcome should come from actually understanding the situation and foreseeing what will happen.[/QUOTE]
I was thinking the other day about lethal vs non-lethal.
I always wind up playing non-lethal because the game seems to enjoy rewarding that, but I think I'd prefer a third option.
Escalation of force. Basically the use of lethal vs non lethal should have some sort of rules set forth by the agency you work for. Adhering to the rules nets you benefits (and occasionally deviating when you believe it to be necessary should also have the possibility of rendering a positive), and playing a pure lethal or non lethal game will produced pretty seriously mixed results. For instance, shooting a bunch of thugs guarding a building before they even see you? Probably going to get you in hot water. Subduing them non lethally is the much better choice. Meanwhile attempting to stundart a guy holding a gun to the head of a hostage, even if you are successful, is not going to be smiled upon. Negotiation or lethal are the appropriate responses there.
It could also open up dynamics like being able to explain away negative consequences. Like you take a guy alive that you probably should have shot, which is frowned upon, but you then interrogate him and learn useful intel, thus negating the original negative consequence for failure to adhere to the ROE.
I like the idea of having to consider how to handle every encounter rather than simply going "STUN GUNS FOR ALL Y'ALL MOTHERFUCKERS". Obviously within the world of Deus Ex the kicker here is that rules of engagement can't possibly account for the reality of the situation with which you are presented, so you wind up with having to consider every encounter from a morally gray sort of area, which seems in keeping with the theme of the game.
[QUOTE=Novangel;47609770]Yeah it's pretty dumb where it's always good choices = good consequences, you pretty much don't have to think and only pick bad choices for kicks.[/QUOTE]
Most games have purely black and white morals painted for the player
but sometimes making a good decision causes really bad things to happen
games should have you choosing between two morally "Good" choices, both having huge consequences
[QUOTE=GunFox;47609962]I was thinking the other day about lethal vs non-lethal.
I always wind up playing non-lethal because the game seems to enjoy rewarding that, but I think I'd prefer a third option.
Escalation of force. Basically the use of lethal vs non lethal should have some sort of rules set forth by the agency you work for. Adhering to the rules nets you benefits (and occasionally deviating when you believe it to be necessary should also have the possibility of rendering a positive), and playing a pure lethal or non lethal game will produced pretty seriously mixed results. For instance, shooting a bunch of thugs guarding a building before they even see you? Probably going to get you in hot water. Subduing them non lethally is the much better choice. Meanwhile attempting to stundart a guy holding a gun to the head of a hostage, even if you are successful, is not going to be smiled upon. Negotiation or lethal are the appropriate responses there.
It could also open up dynamics like being able to explain away negative consequences. Like you take a guy alive that you probably should have shot, which is frowned upon, but you then interrogate him and learn useful intel, thus negating the original negative consequence for failure to adhere to the ROE.
I like the idea of having to consider how to handle every encounter rather than simply going "STUN GUNS FOR ALL Y'ALL MOTHERFUCKERS". Obviously within the world of Deus Ex the kicker here is that rules of engagement can't possibly account for the reality of the situation with which you are presented, so you wind up with having to consider every encounter from a morally gray sort of area, which seems in keeping with the theme of the game.[/QUOTE]
Yeah, i've never really liked the idea that you should be playing a game either lethally of non-lethally. It's kinda really fucking silly.
[QUOTE=GunFox;47609962]I was thinking the other day about lethal vs non-lethal.
I always wind up playing non-lethal because the game seems to enjoy rewarding that, but I think I'd prefer a third option.
Escalation of force. Basically the use of lethal vs non lethal should have some sort of rules set forth by the agency you work for. Adhering to the rules nets you benefits (and occasionally deviating when you believe it to be necessary should also have the possibility of rendering a positive), and playing a pure lethal or non lethal game will produced pretty seriously mixed results. For instance, shooting a bunch of thugs guarding a building before they even see you? Probably going to get you in hot water. Subduing them non lethally is the much better choice. Meanwhile attempting to stundart a guy holding a gun to the head of a hostage, even if you are successful, is not going to be smiled upon. Negotiation or lethal are the appropriate responses there.
It could also open up dynamics like being able to explain away negative consequences. Like you take a guy alive that you probably should have shot, which is frowned upon, but you then interrogate him and learn useful intel, thus negating the original negative consequence for failure to adhere to the ROE.
I like the idea of having to consider how to handle every encounter rather than simply going "STUN GUNS FOR ALL Y'ALL MOTHERFUCKERS". Obviously within the world of Deus Ex the kicker here is that rules of engagement can't possibly account for the reality of the situation with which you are presented, so you wind up with having to consider every encounter from a morally gray sort of area, which seems in keeping with the theme of the game.[/QUOTE]
I'd like to see enemies reacting to your tactics. So if you use stun gun a lot, maybe enemies will start using isolating suits. If gun people down, maybe they'll use heavy armor.
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