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Grand Theft Auto V
Success vs failure "Bold, new direction"
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Miamivicecity  |
Posted: Saturday, Apr 14 2012, 08:29
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This is the American Dream?

Group: Zaibatsu
Joined: Oct 14, 2007



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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 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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Jakee.  |
Posted: Saturday, Apr 14 2012, 09:37
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Homeboy

Group: Members
Joined: Jan 15, 2011


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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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eSJe  |
Posted: Saturday, Apr 14 2012, 09:54
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NPC

Group: Members
Joined: Apr 4, 2012


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I posted this on SKIP MISSION post: | QUOTE | 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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Celticfang  |
Posted: Saturday, Apr 14 2012, 09:58
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Thug

Group: Members
Joined: Aug 18, 2008

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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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Trevor doesn't wipe.

Group: Members
Joined: Jul 1, 2009


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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. This post has been edited by bluesboyjr on Saturday, Apr 14 2012, 10:12
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JOSEPH X  |
Posted: Saturday, Apr 14 2012, 10:46
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Boss

Group: Members
Joined: Dec 18, 2008


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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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