As i previously stated in several threads, i really like how the writing is done in the game generally, and i like how the narrative of some specific quests is done.
You guys are achieving much, much better results then Wasteland2 beta which is trying very, very hard, but fails miserably in this department.
I have to say that, as an overall theme, i dont much like the usual setup of necromancy evil vs good guys. It is a fantasy trope and personally i find it too simplistic.
BUT... apart from that, thinking about just how it is dealt with in smaller quests and as a part of the various characters motivations i find it really well done.
It doesnt bother me. Apart it being a cliche, it isnt done and integrated in the game in a bad way at all.
In fact, in some quests its rather good.
(dr. Thelyron motivations)
Not all quests or characters deal with it anyway. Which is good.
The introduction main quest of the murder investigation is really well done. I like it and how it develops very much.
I like the fact that i have to go around and discover things about it myself and that i have to deal with unreliable witnesses who accuse each other so nothing is easily clear and solvable.
I especially love the fact that the commander Aureus is not my play doll and that he actually doesnt care what i may think or want - unless i get some evidence.
Thats just great.
However, once we solve the case - we do know the solution and who done it every executive time we start the game.
Which is a common, usual problem with RPGs and the fact that good ones are replayable.
Which OS is. Very much.
Im not sure how that can be handled, unless you would want to add a few more false solutions to it. So we could accuse and have arrested (or kill) some other NPCs... even though we know the real culprit.
That would create the possibility of a few different C&C options.
However, I am not sure that is actually necessary.
Because the murder investigation is just the introduction quest, not the main quest or the story of the game.
It would be nice if something like that can be added to increase diversity of the start of the game - at some later date.
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Lighthouse ghost quest:A suggestion how to rewrite the ending of it in a better, stronger way.
I find Desdemona and she goes back to see Samson.
When i go there i find them and then im asked to resolve the problem of whether she should forgive him or not.
If i decide to argue she should forgive him, it all works fine but, it could be written in a better way.
The reply my characters make is basically that she should forgive him, because he was really sorry. And thats pretty much it.
Yet, there was much more material presented about his condition that makes it very believable why exactly he should be forgiven. He did kill himself and he was extremely tormented over what he has done - even in afterlife, as a ghost. That whole time.
Thats extreme torment - its not just basic "oh but he was sorry, really" kind of a thing.
That should be clearly mentioned and expressed more strongly as the argument why he should be forgiven.
And Desdemona should consider and express that in her final replies.
Then it would all seem much stronger.
Its just a shame that the ending of such a well written and imagined story ends so ... quickly and somewhat weakly.
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Ebenezer questAs i said previously, i really like how this thing grows from simple beginnings and connects to Unsinkable Sam.
But, much as in the Lighthouse ghost quest, the very ending, the solution of it could be written in a stronger, more decisive manner - if the last discussion with Ebenezer would actually address the issues properly.
According to the way that it is described.
According to the info we have at that point.
The thing is that the replies my character make are rather... wishy-washy about it all.
It feels very unsatisfactorily to address and talk about those issues in that way.
It is as if the writer did not want to write the two decision you make in the appropriate ways for it. As if he tried to hang onto some sort of ambivalence about it, some sort of extreme absolute relativity.
While the facts about it, that we get to discover, are nothing of the sort.
So... the first two answers you can give when you confront him, knowing this, cannot be:
Because thats just doesnt make much sense int that situation, considering the crimes and his own thinking about it.
Knowing all that and his personal "philosophy" - just leaving him there will not be any kind of punishment at all for him.
He wont be haunted by any of it at all. He likes it all. He enjoys it.
While in the second reply,
- only the second option rings true - even if it isnt logically connected to either of previously stated response options.
Things like these should be dealt with more strongly, more directly. There cannot be just some "oh its all relative" oxymoron as an excuse for it, nor "he will be tormented by his conscience" - when it is clear he wont be.
Not that being tormented by his own conscience is nearly enough as any kind of punishment in this case, even in the case that he would feel anything like that. Which is clear that he wont.
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- The real appropriate punishment for crimes of such gravity would be:1. Being made to lose any sense of actually feeling anything, ever again, for eternity. Which the ghost form is perfect for.
This would be a different kind of ghost existence then Samson the ghost had - obviously affected by some kind of judgement from "outside".
Or even made such by our Source hunters (since it seems they are not just ordinary source hunters) - maybe someone from Homestead could be asked to help in making that special punishment becoming real for Ebenezer?
Wouldnt that be much more appropriate?
So - he wouldnt be able to feel anything at all anymore, as a story consequence - and in gameplay direct terms - he would not be able to deal any damage to anyone. While our heroes could hurt and destroy him - only to have him reaper in the same place, after some time or even instantly - when the whole process can be repeated.
With a small xp reward always being a reward for "killing him" again, which would serve as a small incentive for players to actually do it more times.
So, basically in ensuing combat his hits would deal no damage whatsoever, but our hits onto him would hurt.
2. Being forced to face up heavenly judgement with explicit reassurances of it ending in him ending in Hell where the exact same crimes that he committed would be done unto him. Which - being in Hell would make possible.
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One more thing that isnt much consistent with the current story of that quest is that those other ghost also attack you, if you choose to go that way.
There is no reason why they should.
Especially if you expose Ebenezer real motives.
They should leave in that case. Since believing him is what somehow kept them there. They are not his friends or allies - according to the story of it all.
Additionally, as an optional angle and theme, this specific quest can be used to sarcastically address the very current and modern issue of majority of people (gaming "fans" among them especially) developing the culture of radical entitlement and radical desire for new pleasing content regardless of any consequences.
Of course, this should be done in indirect, sarcastic ways not to break the fourth walls of the game too much.
You do have skill with that kind of sarcastic subversive stuff already.
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These two things are the only examples of internal writing or narrative inconsistency that i found in the beta.
I believe i saw almost all of its content by now.
Otherwise, great job. Although i wish that dialogue lines ive used would disappear in the dialogues. Which is more of a functionality thing, but it would make the dialogues feel more believable and characters more... real.
I hope all this helps and is not just understood as complain or negative critique, or a desire to force personal issues onto the game.
Appreciating the fact that subjectivity is very hard if not impossible to completely divest from themes such as these.
But that works both ways.