tag:blogger.com,1999:blog-4765136501328523372.post2909776832618373245..comments2023-11-03T02:45:14.110-05:00Comments on I Have Touched the Sky: Light and Dark, Good and Evilrowanblazehttp://www.blogger.com/profile/06820814610269599162noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4765136501328523372.post-91854743797741635572011-09-03T10:22:13.425-05:002011-09-03T10:22:13.425-05:00Thank you for visiting and for commenting. I'm...Thank you for visiting and for commenting. I'm not sure how BioWare is going to handle things either. I am not so concerned about being a boy scout vs. being a d-bag. I am concerned about being, let's say "scoundrel" (not the smuggler advanced class). I want to feel free to be a sarcastic butt while doing the right thing. Or kiss up to the questgiver and then stab them in the back.Or spare someone life or take it. All without having to worry about how it affects my chances to get gear later. I read an article about a single-player RPG I can't remember, where staying as neutral as possible ended the game with a fizzle with no one liking you, where going to one extreme or the other led to spectacular endings. <br /><br />Going back to the TBC example, I chose Aldor for my main, a human priest, because I felt that was the appropriate RP choice to make. I didn't realize the gear consequences at the end game. In the end, I believe it worked out. But when my gnome mage came along, I went Scryer, for the caster rewards more than the RP factor.<br /><br />The factions rewards page on WoWwiki (I'll link above), seems to bear out your statement that the actual choice was fairly neutral--with trade-offs--regardless of class, but there were definite preferences from players, by class.rowanblazehttps://www.blogger.com/profile/06820814610269599162noreply@blogger.comtag:blogger.com,1999:blog-4765136501328523372.post-22943305581579145462011-09-02T19:26:32.173-05:002011-09-02T19:26:32.173-05:00I think the key is for rewards to be "differe...I think the key is for rewards to be "different but equal." Alders versus Scryers is an instructive example. The rewards of a given faction were simply atrocious for some characters at first. They did later revamp them so that you were guaranteed at least something decent with either faction. Even so, choosing the wrong faction still means a long grind for few rewards to this day. If instead the different lines led to rewards that were cosmetically distinct but functionally very similar, in think you'd see a lot more players picking their faction mainly for RP purposes. <br /><br />I'm not sure how well Bioware is going to handle things in SWTOR. However, I never felt that going nice guy or d-bag adversely affected my game experience in any of their previous games. I'm less skeptical than I would be of most developers implementing such a system.Yeebohttps://www.blogger.com/profile/08028940396189544294noreply@blogger.com