Howdy! Here's the question I pose - what do you all think of decisions in game that you can't reverse?
The best example of this would be a game that autosaves after major events. Say you meet this NPC, and for some reason you really, really don't like him. So you decide - hey, maybe the world's better off without this guy! And you kill him. The game saves, he's dead forever. However, this NPC was a story-based guy - meaning you've changed the outcome of the story permanently. Killing him has obviously closed off his options in-game, and changed some major events that would require him.
Let's see - a mixed example of this would be in Dark Souls. Say you're feeling a little sadistic, and you decide 'I know! That blacksmith has a cool hammer I want. I'm going to kill him for it'. In this game, the general rule of thumb is that after aggroing an NPC by attacking, they'll be hostile forever due to autosaves (save for some covenant related things, but that's besides the point here), and you'll be forced to kill him. Using the blacksmith example, by doing this, you've limited yourself to certain weapons being upgraded. Forever. End of.
So, the question is kind of a mixed bag, because it's that old 'should save-scumming be allowed' one. What do you think of it? Personally, I believe it adds a lot of consequence to the storyline (should the decision to off an NPC, or whatever it is have major implications on the narrative) and ups the immersion level a little more. I mean, you've killed this guy. Now live with it for the rest of the game.
What do you think?
The best example of this would be a game that autosaves after major events. Say you meet this NPC, and for some reason you really, really don't like him. So you decide - hey, maybe the world's better off without this guy! And you kill him. The game saves, he's dead forever. However, this NPC was a story-based guy - meaning you've changed the outcome of the story permanently. Killing him has obviously closed off his options in-game, and changed some major events that would require him.
Let's see - a mixed example of this would be in Dark Souls. Say you're feeling a little sadistic, and you decide 'I know! That blacksmith has a cool hammer I want. I'm going to kill him for it'. In this game, the general rule of thumb is that after aggroing an NPC by attacking, they'll be hostile forever due to autosaves (save for some covenant related things, but that's besides the point here), and you'll be forced to kill him. Using the blacksmith example, by doing this, you've limited yourself to certain weapons being upgraded. Forever. End of.
So, the question is kind of a mixed bag, because it's that old 'should save-scumming be allowed' one. What do you think of it? Personally, I believe it adds a lot of consequence to the storyline (should the decision to off an NPC, or whatever it is have major implications on the narrative) and ups the immersion level a little more. I mean, you've killed this guy. Now live with it for the rest of the game.
What do you think?

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