Does anyone here think that the perfect/peaceful solutions to faction quests in games like fallout 2 and wasteland 2 are a bad thing?On one hand, they satisfy the fantasy of being a master diplomat and the extra steps to achieve them are interesting to do.But (this could be my autism speaking), unless i am trying out an evil playthrough, i feel obligated to do them because its the option that has no real downsides.I think the solution is to have multiple diplomatic options that punishes/favors the other side more, and maybe a third "shaky truce" option if you fuck up and botch certain parts of the questline.
I’m Johnny from Buenas Aries and I say kill ‘em all.
>>3927457A good quest has a beginning, twist, and a visible resolution that affects characters or a location. Everyone getting along is usually a problem because you skipped the entire conflict. Writing an RPG's quest is really no different than writing a good episode for a TV show.
>>3927559>A good quest has a twist
>>3927559Only if it's a sexy twist.
>>3927641A good story keeps you guessing as it unravels. Cope and seethe. Warhammer is for faggots.
>>3927796>A good story keeps you guessing as it unravels."Mystery Box" faggots deserve only gulags.
>>3927853Is a mystery box where you get your warhammer toys?
>>3927912I'm not the >>3927641 anon, I don't care about Warhammer.