Djemps wrote:
The Mass Effect 3 debacle is a great example of how 'your choices matter' hardly matters at all. But it certainly isn't the first time that a game's promise of multiple endings has only resulted in tiny adjustments to the pre-scripted theatrical finale. How many old school SNES roleplaying games have multiple endings are just the same scene with an extra character standing somewhere in the corner? Something like that is not worth the time and effort for a replay.
Another problem might be called the 'Choose Your Own Adventure' syndrome. I remember going through those books as a kid and always ending up at the same two or three endings. Yet, when I flipped through the pages, there was at least an additional 30% of book content that I could never seem to 'choose' correctly. I would try over and over again to adjust my decision tree, but I hardly ever figured out how to get to those other pages. If built poorly, a video game's decision tree can end up having the same problem: there is all this possible content, but players hit certain bottlenecks and only pass through the same few results over and over again. At least as a kid I could see that there were other possibilities available to me, and thus I tried new things to get there. But a gamer has no way of knowing what else is possible in his 'Choose Your Own Adventure' game experience.
Therefore, I think it would be good to have the story mold to how the player plays the game. This way, the player will have the most satisfactory ending. I can think of one example of how this could work: As per my previous suggestion, if you are allied with a certain race/faction based on your gameplay style, your ending could be roughly the same, but tailored to how you played the rest of the game. The game could give you levels that would provide challenge, but not frustration. If you play the first few levels using stealth tactics, the game would take you down a path with a higher percentage of stealth based challenges. If you like big ol' brawls, the game will give you a suitable path and ending.
And, to make sure the player doesn't feel cheated out of game content, the ending could be roughly the same, but with a different approach as to how to accomplish it. Say you play stealthily, ally yourself with the rats, and in the end have to storm a city and assassinate a cat leader. The game might have you attack from one side and give you a set of Splinter-Cell-like challenges along the way. If you play like a maniac and ally yourself with the wolves, you attack from another side, bash the gate down, and paint the whole city like Jackson Pollock.
I realize that this might take away some of the freedom the player should have to make these choices himself, so to give the feeling of choice to the player, the game could simply suggest the path that you take and only seldom make you travel down it due to previous choices. Once the ball gets rolling on the choices you made in the past, the game could lock you in on one path until you have an absolute ending culminating from the choices that you made previously. Think Hammerfall meets Spore meets Mass Effect.