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One thing bad about reborn is the goal oriented approach of us, the player. We'll do anything to reach an end. Simon delivers Tara's probably dead body, let's just go and steal a shiny charm from her room. Want an axew? Go steal an egg from it's loving parents. Want a Bagon? Specifically go to it and teach it how to fly. Our character may be perceived as good because we "help" others but remember that if getting the earthquake tm involved burying people under a cave, we would do that too.
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while this is true, I have to greatly disagree. as said before, this is not an issue of the game and probably more one of you personally. Plus, you can never please everyone. example: If you grant people the same reward for the choice no mater what, then why ever make it a choice? it will feel like your choices simply don't matter (which in that case will be the case).
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Yes I understand your point. All I'm going to say is this.
When we read Titania's diary, she gives us a hell of a lecture. Maybe other events should have some sort of indicative basis as well. And maybe we should be able to reverse some choices after hearing the other person. For instance in the shiny charm we could show it to Tara's father and if he asks to return it then we make our final choice.
This topic could also be argued upon a lot so I won't go further but I feel like some sort of interaction or warning could add more life to the player than simply a person who'll do anything to get what they want.
And at the end of the game we are informed of all our choices and how we affected some people. In a sense it's like Undertale I guess.
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