No good/evil impact on the game.
Posted: Fri Nov 11, 2005 10:31 am
Spoilers
Ok so far I feel disappointed with Fable's approach to the good and bad consequences. Has anyone noticed no matter what choice you made the world stayed the same? Towns stilled carried on with their everyday lives with no impact on them? You could not leave an good/evil mark on towns.
Here are a few examples I can't understand in Fables approach to good/evil consequences. Especially with the quests that were given.
Bowerstone South.
You had to get 4 mushrooms for the sick boy. If you were good you went all over the place getting the mushrooms. Evil no options except not doing the quest. Couldnt I have given the sick boy poison or said to the mom let the boy die then laugh at her? Still what would happen if you saved the boy. All you get is a thanks?
Darkwood Bordello
If you where good you found the deed and turned it in to make the place a sanctuary for women. But if you where evil you kept the deed and slept with the women for free. Wouldnt it been nice to make the girl work harder for their money. Maybe let them get less pay? I mean you had one getting 2000 gold for her work. Where was your cut? How about making the place a den for bandits to hang out and abuse the girls?
Bowerstone North
This is the one area of the game I thought was not finished at all. I became mayor either by marriage or turning in Lady Grey. So what? It wasn't like I couldn't raise taxes, policy changes or anything? I become mayor but still can't carry the weapons around? Or even allow the people of Bowerstone South travel to Northside of town? Still you could not make an impact on the town. I felt like something was missing
At the end you could either get 3 dead souls being good or killed 3 heroes including the guildmaster being evil. What kind of impact would that had on the game? For this game none. You go back to the guild and it operates normally. What is a guild with out the guildmaster or leader?
I think the game thought that the game really needed to look at how good/evil consequences worked in the real world. Good/Evil is more then halos/horns. Its about making an impact on the world.
Ok so far I feel disappointed with Fable's approach to the good and bad consequences. Has anyone noticed no matter what choice you made the world stayed the same? Towns stilled carried on with their everyday lives with no impact on them? You could not leave an good/evil mark on towns.
Here are a few examples I can't understand in Fables approach to good/evil consequences. Especially with the quests that were given.
Bowerstone South.
You had to get 4 mushrooms for the sick boy. If you were good you went all over the place getting the mushrooms. Evil no options except not doing the quest. Couldnt I have given the sick boy poison or said to the mom let the boy die then laugh at her? Still what would happen if you saved the boy. All you get is a thanks?
Darkwood Bordello
If you where good you found the deed and turned it in to make the place a sanctuary for women. But if you where evil you kept the deed and slept with the women for free. Wouldnt it been nice to make the girl work harder for their money. Maybe let them get less pay? I mean you had one getting 2000 gold for her work. Where was your cut? How about making the place a den for bandits to hang out and abuse the girls?
Bowerstone North
This is the one area of the game I thought was not finished at all. I became mayor either by marriage or turning in Lady Grey. So what? It wasn't like I couldn't raise taxes, policy changes or anything? I become mayor but still can't carry the weapons around? Or even allow the people of Bowerstone South travel to Northside of town? Still you could not make an impact on the town. I felt like something was missing
At the end you could either get 3 dead souls being good or killed 3 heroes including the guildmaster being evil. What kind of impact would that had on the game? For this game none. You go back to the guild and it operates normally. What is a guild with out the guildmaster or leader?
I think the game thought that the game really needed to look at how good/evil consequences worked in the real world. Good/Evil is more then halos/horns. Its about making an impact on the world.