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- Aug 16, 2013
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As far as I know, having such a system works under three conditions:
a) The player learns before making the choice that choices like that are irreversible. It's difficult to communicate this without a boring tutorial dialogue telling them so, but they need to learn it early on in the game and the learning experience should provide a change minor enough to not be annoying. For example, the player could choose to side with one of two characters in an argument, and subsequently only one of them is friendly towards the player, which could influence a really small quest.
The player has some way of avoiding the consequences. As in, they could make an educated guess what direction those consequences would go into before making the choice, therefore making a more conscious decision. Cabfes example is perfect for that - the player learns before making the choice that it will influence their relationship to the companion either negatively, neutrally or positively. So they can make up their mind if their gain from turning on the npc outweighs the negative they see coming.
c) All options of the choices should be viable options. Somewhere else someone mentioned false choice, which is when one option clearly outweighs the other one in gain. But if the consequences of the choice are to influence the whole game past this point, the options should be balanced, because only then the player won't be frustrated when (to take the Dark Soul example) they can't upgrade their weapons anymore ever. Dragon Age: Origins featured a great example of this in the Werewolf arc. Spoilers: Werewolves and elves have an old beef with each other, and you can side with either of them or stay neutral. Your options eventually come down to getting rid of one of the two species, and as soon as you do so, the area this takes place in will forever be inhabited by the other one. Both species have their pros and cons, different merchants and npcs, and since the players decision changes this area forever, their choice feels meaningful - but it doesn't "break" the game for them, so they don't need to regret it.
DA
also made an attempt at solving the replay value problem by creating different prologues for the playable characters. So you could just choose a different background for your character and therefore play a whole new beginning of the story if you wanted to start over. Still, it couldn't lose the problem entirely, as the first chapter after the prologue stayed the same.
So basically: This probably can work and even enhance the game, if a lot of thought and care is put into every single instance of it. However, it really does bring up the problem of making the player have to start over to play a different path, and this needs to be kept in mind and addressed.
A little idea to deal with this problem: Maybe the player can learn something during their first playthrough that opens up a completely different path or experience in the opening chapter? For example, the character could find a small card on the ground and when using it, a picture of the house they started out in is displayed, with one tile in the wall marked. When the player next starts the game, they can find an alternative path for playing the beginning of the game behind that tile of the wall, or a way to skip the familiar part. Let's say their village is attacked in the first chapter - then maybe they fall (or can fall) asleep within their newfound hideout, and wake up well after the attack instead of having to play through it for a second time.
a) The player learns before making the choice that choices like that are irreversible. It's difficult to communicate this without a boring tutorial dialogue telling them so, but they need to learn it early on in the game and the learning experience should provide a change minor enough to not be annoying. For example, the player could choose to side with one of two characters in an argument, and subsequently only one of them is friendly towards the player, which could influence a really small quest.
c) All options of the choices should be viable options. Somewhere else someone mentioned false choice, which is when one option clearly outweighs the other one in gain. But if the consequences of the choice are to influence the whole game past this point, the options should be balanced, because only then the player won't be frustrated when (to take the Dark Soul example) they can't upgrade their weapons anymore ever. Dragon Age: Origins featured a great example of this in the Werewolf arc. Spoilers: Werewolves and elves have an old beef with each other, and you can side with either of them or stay neutral. Your options eventually come down to getting rid of one of the two species, and as soon as you do so, the area this takes place in will forever be inhabited by the other one. Both species have their pros and cons, different merchants and npcs, and since the players decision changes this area forever, their choice feels meaningful - but it doesn't "break" the game for them, so they don't need to regret it.
DA
So basically: This probably can work and even enhance the game, if a lot of thought and care is put into every single instance of it. However, it really does bring up the problem of making the player have to start over to play a different path, and this needs to be kept in mind and addressed.
A little idea to deal with this problem: Maybe the player can learn something during their first playthrough that opens up a completely different path or experience in the opening chapter? For example, the character could find a small card on the ground and when using it, a picture of the house they started out in is displayed, with one tile in the wall marked. When the player next starts the game, they can find an alternative path for playing the beginning of the game behind that tile of the wall, or a way to skip the familiar part. Let's say their village is attacked in the first chapter - then maybe they fall (or can fall) asleep within their newfound hideout, and wake up well after the attack instead of having to play through it for a second time.

