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<blockquote data-quote="Remathilis" data-source="post: 4865100" data-attributes="member: 7635"><p>I can describe what you're getting at in three words:</p><p></p><p>Grand. Theft. Auto. </p><p></p><p>Essentially, GTA is a static world. You begin with the world open to you (more of less) and you can carjack all the cars you want, kill as many hookers as you desire, and try and get the army to chase you around the city for as long as you can. You can even use these events (and the multitude of sidequests) to make money and buy real estate, new vehicles, etc.</p><p></p><p>OR</p><p></p><p>You can do the plot missions, which slowly open up new missions, new areas, and most importantly the plot of the game. Its not requisite to finish these missions to have fun; you can have all the fun you want racing cars and killing hookers. The plot diligently waits for you to decide you want to do a plot-related mission, and then picks up at the same point no matter if you waited 20 minutes or two days to go from mission to mission. </p><p></p><p>The key is that the mission await the the player's CHOICE to do them. Without the players consent (IE, choosing to do the mission) the mission doesn't matter. If the mission involves saving a hostage; the hostage remains safe until the PC tries the mission; THEN it becomes a success/fail scenario. Refusing the job doesn't "kill" the hostage, it just leaves him in off-screen limbo until the PC tries the mission (and either succeeds/saves him or fails/kills him). </p><p></p><p>While this works for a video game (which can only generate so many instances of an artificial world) I believe it is a STRENGTH of Table-Top RPGs to be able to have dynamic worlds that are affected not only by the PC's ACTIONS, but by their NON-ACTIONS as well. </p><p></p><p>YMMV, of course.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4865100, member: 7635"] I can describe what you're getting at in three words: Grand. Theft. Auto. Essentially, GTA is a static world. You begin with the world open to you (more of less) and you can carjack all the cars you want, kill as many hookers as you desire, and try and get the army to chase you around the city for as long as you can. You can even use these events (and the multitude of sidequests) to make money and buy real estate, new vehicles, etc. OR You can do the plot missions, which slowly open up new missions, new areas, and most importantly the plot of the game. Its not requisite to finish these missions to have fun; you can have all the fun you want racing cars and killing hookers. The plot diligently waits for you to decide you want to do a plot-related mission, and then picks up at the same point no matter if you waited 20 minutes or two days to go from mission to mission. The key is that the mission await the the player's CHOICE to do them. Without the players consent (IE, choosing to do the mission) the mission doesn't matter. If the mission involves saving a hostage; the hostage remains safe until the PC tries the mission; THEN it becomes a success/fail scenario. Refusing the job doesn't "kill" the hostage, it just leaves him in off-screen limbo until the PC tries the mission (and either succeeds/saves him or fails/kills him). While this works for a video game (which can only generate so many instances of an artificial world) I believe it is a STRENGTH of Table-Top RPGs to be able to have dynamic worlds that are affected not only by the PC's ACTIONS, but by their NON-ACTIONS as well. YMMV, of course. [/QUOTE]
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