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Pages: (5) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Success vs failure

 "Bold, new direction"
 
Miamivicecity  
Posted: Saturday, Apr 14 2012, 08:19
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I'm a firm believer if R* mean this "Bold, new direction" is literal it'll have something to do with the story and while I think moral choices will return what if R* do something they've never done before? What if instead of failing missions we continue on with the story regardless?

My idea is if you die, get arrested or fail a particular objective instead of failing the mission outright the story automatically configures to such a scenario and for the next mission it's altered depending on what you achieved in the prior mission?

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bud23  
Posted: Saturday, Apr 14 2012, 08:22
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QUOTE (Miamivicecity @ Saturday, Apr 14 2012, 08:19)
I'm a firm believer if R* mean this "Bold, new direction" is literal it'll have something to do with the story and while I think moral choices will return what if R* do something they've never done before? What if instead of failing missions we continue on with the story regardless?

My idea is if you die, get arrested or fail a particular objective instead of failing the mission outright the story automatically configures to such a scenario and for the next mission it's altered depending on what you achieved in the prior mission?

sounds really well biggrin.gif but i am not sure if the current generation of consoles is capable of this.
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Miamivicecity  
Posted: Saturday, Apr 14 2012, 08:29
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QUOTE (bud23 @ Saturday, Apr 14 2012, 19:22)
QUOTE (Miamivicecity @ Saturday, Apr 14 2012, 08:19)
I'm a firm believer if R* mean this "Bold, new direction" is literal it'll have something to do with the story and while I think moral choices will return what if R* do something they've never done before? What if instead of failing missions we continue on with the story regardless?

My idea is if you die, get arrested or fail a particular objective instead of failing the mission outright the story automatically configures to such a scenario and for the next mission it's altered depending on what you achieved in the prior mission?

sounds really well biggrin.gif but i am not sure if the current generation of consoles is capable of this.

I actually got this idea from Heavy Rain as from what I can remember you technically never fail in that game and the game goes on regardless. I know it's a different genre, but I think it would be interesting if GTA adopted a similar concept.

I think it would create a lot of replay value as the missions would most likely alter slightly with each play through. Also it would save those frustrating moments of being stuck on the same mission over and over again.

This post has been edited by Miamivicecity on Saturday, Apr 14 2012, 08:33
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Hydro_PlayboyX  
Posted: Saturday, Apr 14 2012, 08:44
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i have to agree with bud23, there are too many missions for that system to work, but i think they should do it with couple of important missions, not all of them
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locolow2011  
Posted: Saturday, Apr 14 2012, 08:46
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That would explain the long development time, and they said it's their most ambitious game yet so everything falls into place.

Good theory vice icon14.gif .
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gta_talk  
Posted: Saturday, Apr 14 2012, 09:12
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I don't think this will work on the current generation, it just doesn't have the computing power. Not only do you have 90 or so mission but you have extra activities, large map and such taking up disk space. I would love it in this game but I don't think it will be possible.
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SocalZHP  
Posted: Saturday, Apr 14 2012, 09:14
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It's a good idea. I can see people trying to beat the game in every scenario possible, would keep us busy for a while.
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Chukkles  
Posted: Saturday, Apr 14 2012, 09:21
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Here comes LA noire.
Whoops you messed up the interigation so now you have to follow the dude.

It was done with LA Noire and look how that turned out.

Heavy Rain sucks.
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Rauland  
Posted: Saturday, Apr 14 2012, 09:24
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What's all this nonsense about current consoles not being able to handle it? It's a few lines of code at best. Like mentioned Heavy Rain kept going if even your character died. In a stranger mission for RDR one character even talks about the decision you took in the previous mission, it's totally possible. So it doesn't come down to computing power but Man power, you can have all the computing power in the world but you still need people to make it, spend time developing, etc.
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GtaOutKast  
Posted: Saturday, Apr 14 2012, 09:31
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Nice Idea man.
I can actually see it work,failing an objective but continuing with the storyline which possibly leads to a different ending? I could see that work quite well. Haven't seen any Heavy Rain gameplay but I'll look at some Lets play videos of it on YouTube and see more to the idea you said.

Overall,great topic.
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Sanjeem  
Posted: Saturday, Apr 14 2012, 09:31
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Not a Bad Idea and certainly very impressive but I like the way in GTA if you fail a mission you have to re-do it. I wouldn't want to fail a mission and just pass it and go on to the next one, I would want to beat the mission. Imagine people who are like me and sometimes don't beat missions first time around. How annoying would it be just to go back to your last save game just to re-do a mission because you want to complete it.
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Jakee.  
Posted: Saturday, Apr 14 2012, 09:37
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FOR CRYING OUT LOUD

Honestly, stop saying "the current-generation can't handle it" because you have absolutely no idea what you are talking about, all this theory would consist of is extra lines of code, that will activate certain variables depending on how your story has been in the past, at best, it will require some more cut-scenes and sound files.

If you don't know what your talking about(i.e sh*tting on every theory for "consoles not powerful enough" which makes you look an idiot might I add) then don't post your opinion without solid grounds to backup your argument.

Anyway, it is totally viable however I don't want GTA to be in that style, I like the linear-type mission line where everyone is doing the same missions, although it would boost the re playability of the game, which might I add I love.
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Gege  
Posted: Saturday, Apr 14 2012, 09:42
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Sorry, but this came to my mind after reading thread title:

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matajuegos  
Posted: Saturday, Apr 14 2012, 09:46
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Good idea, but I still firmly believe that the new bold direction is the inclusion of side quest rpg esque style
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eSJe  
Posted: Saturday, Apr 14 2012, 09:54
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I posted this on SKIP MISSION post:
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Once you failed the mission you wont able to replay it, just FAIL.
But the story still goes on. And you have to do another missions to reach the goal.
So the story will be different depends on in which mission you have failed.
You can reply the mission only if you START OVER the whole game.

Example.
Niko have to kill Vlad
But you have FAILED when you chase the Vlad, you have lost him.
The next mission is to find where the Vlad is.
This mission could be perform in V since we know the car has their own license plate.
Then you only should find where he is then kill


I don't know about LA Noire or Heavy Rain, never play them.
So, if that what they mean with 'Bold New Direction', just like what you said above less and more.
I will happy

This post has been edited by eSJe on Saturday, Apr 14 2012, 09:57
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Knife  
Posted: Saturday, Apr 14 2012, 09:54
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It's definitely a time/money limitation rather than console limitation. It's a limitation of anyones patience to create such a thing. The average game that allows for significant choices in the plot usually only has about 5 big choices or so. Imagine by mission 100 how many things could have happened differently, there'd be a few thousand variables at play. Also making a plot-line that works no matter what you succeed at would be very hard work.

Also it just seems like a real punch in the face to anyone who's not very good at the games. If every time they fail it's permanent I think people will want to just walk away from the game. Die in the first 2 minutes of a mission and you may miss out on an epic part of the game. I know a few people who basically never complete later missions on their first go. Imagine just never actually passing missions in the end? It'd be soul destroying biggrin.gif
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Celticfang  
Posted: Saturday, Apr 14 2012, 09:58
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Heavy Rain is probably the codifier for the whole branching missions idea, but if, and it's a major assumption, it's done right, then it could be great.

Think about it, you fail to kill a mob boss or spare him, he comes back as a character later on down the game, or you kill Packie who was working with you, a new mission strand starts after his funeral.

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bluesboyjr  
Posted: Saturday, Apr 14 2012, 10:08
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I don't see how this could work for every single mission - logically, someone could "complete" the game by failing every mission they get by blowing themselves up. Also, I'm really not fond of the "if you fail once, that's it" notion - how about if you fail a mission, you are given a choice of whether to Retry or Continue?

However, it could work if they did it like Fallout - if you fail by dying, you have to reload a save file (or just restart at the hospital), but if you fail by, say, killing someone you had to save, the mission is forever marked as failed and the game builds on from that.

Personally, I don't really like the idea as a whole - I'd rather my choices me made consciously by me than them being based on how incompetent I am. blush.gif

This post has been edited by bluesboyjr on Saturday, Apr 14 2012, 10:12
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Squidgyone  
Posted: Saturday, Apr 14 2012, 10:30
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Skyrim???? Yea the main mission line is kind of set but the amount of
Side missions is amazing and could be done fairly easily.
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JOSEPH X  
Posted: Saturday, Apr 14 2012, 10:46
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QUOTE (Knife @ Saturday, Apr 14 2012, 09:54)
Imagine by mission 100 how many things could have happened differently, there'd be a few thousand variables at play

A few thousand? How about a few billion?

Let us say that the first mission had just a success and failure outcome - that would mean mission two plays out two different ways. Then if each of those had success and failure outcome, you'd get this transtengent computer flow diagram:

success + success > mission 3 (a)
success + failure > mission 3 (b)
failure + failure > mission 3 ©
failure + success > mission 3 (d)

Have you ever tried counting how many grains of rice you would need, if you were to place one grain on the first square of a chessboard and then keep doubling the amount of grains on each consequentiate square until you reached the last square? No? Well I have, and it's a f*cking lot. Now imagine how many final missions they would have to make if the game had 100 missions and this theory were true. You'd need all the silicon on the planet just to hold the dialogue.

This is the worst theory to have appeared on this board. It's not even a theory - it's a mockery of a theory - an ill-thought out sham. If this theory was a man, I'd punch it in the face. Thank you.







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