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Re: quasi-missionbased campaigns. Concepts and general discussion[message #126965] Wed, 10 May 2006 20:50 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i guess you share that objection against technical mission based gameplay with quite a number of others. However, strong mission objectives that have impact on gameplay would cause such a technical mission based sheme

i guess there should be a compromise between sidequests and how vital they are

(keep them sidequests, but let them have more influence on gameplay)

yes, the aim is that the player can finish the game in different ways. But that is just an aim how it should be. Like that, i also aim to let people have more long-termed motivation. They might come to a point where they have to take a tough decision. Reloading and checking out the alternative might become an option that keeps that feeling of "seen it all" away from the player a bit longer

plus some goodies like altered RIS reports with new pics, new fun cut scenes, fun NPC characters in a pseudo-realistic setting

even hidden sidelines that only an experienced player might even spot... Wink

atm i am euphorical about the project. My girlfriend is less euphrocial though...

we`ll see how well it works out with the speeches. i alread yhad great fun listening to them ingame

but if this works out nicely, we can progress

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Sergeant Major
 
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