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Original post by Vampus
You're probably right. In that case, yeah I agree. While I am all in favour of having the player fail, I wouldn't want to see someone wasting time AFTER already failing (possibly without knowing that he failed).
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WeirdoFu
random elements on the micro level, like differences in informants, variations in target location, object placement, etc. So stuff like suspect A will actually have a choice of taking some stolen vehicle to one of a dozen different locations or the bombs can be located in a number of location combinations with varying impacts. The game tree will get huge, but you're guaranteed some interesting stuff.
Sure, you will have to be careful at what level you implement randomness. You're absolutely right it's generally much better if the greater story arch stays intact. However the more variation, the more replayability, so you will need to find a balance somehow.
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WeirdoFu
installments
That idea is just plain brilliant. While I had considered moddability, I hadn't in any way thought of this. It'd be like those old detective stories that you'd get in installments in a magazine every month (or like a comic). Great idea! Furthermore, installments might be great points to allow the player to save/reload. He will, however, be stuck with the results he got up to that point, unless he replays.