BlackMageJ: I hate ones where it forces moral ambiguity by having both sides have sympathetic goals but horrible methods, and then not giving you the "Point out that if they just tried talking to each other without being dicks instead of terrorism/armed rebellion/slavery they might be able to work this whole thing out to everyone's satisfaction" option.
If there's no right answer because both options are equally grey, that's fine (still annoys me, but that's because I like playing a hero and don't like being forced to compromise my character's ideals). If there is a right answer and the game just won't let you pick it, that's bad design.
Fallout 3: The Pitt DLC, I'm looking at you.
I'm glad I'm not the only one who was really annoyed by how contrived Fallout 3's Pitt DLC scenario was. When the obvious solutions are unavailable to the player, it just kills the immersion. Not a good thing in a game that's sold on its immersion.
Reever: Well, nowadays I'm aware that most Bioware games only offer you the illusion of choice, but I still enjoy the games. Can only hope that at point there are real choices impacting the game in a really different way.
Don't have that much experience with other games doing this kind of thing.
I've found that
Fallout: New Vegas integrate the player's actions quite nicely. The factional reputation system means that when you help one faction, they like you better, and other factions may like you less depending on the action. And sometimes your actions involve the death of important NPCs.
Fallout 3 and
Skyrim don't really have factional reputation systems, but retain the permanent repercussions of player actions. The effects in those games are more localised than in New Vegas, though, so you'll only really notice them when you visit the affected city.
I think the big reason real divergent decisions aren't often found in story-driven games is because the complexities just build up, and each variation needs to be created. While it would be nice for our player actions to cause the story to diverge, in practice that would mean the developers creating a second campaign story that diverges from that point. So instead of 1 story 20 missions long, we get 2 stories 10 missions long, for example. Or if the stories diverge at mission 10, we get 2 stories 15 missions long that share the same first 10 missions. It's a lot of work, and isn't
that important to the player because we're giving something else up - many players don't want to have to reload to play the other 5 missions down the other path.
However, a lot of story-driven games still make the player's actions count in subtle ways that don't require scripting multiple stories. For example, in
Deus Ex, the player's actions affect the quests and NPCs who show up later in the game., with various real consequences for the player. A few examples from the game:
1) A certain NPC asks the player if he should quit his job. The player's advice affects whether he receives an upgrade module later in the game, or a kill phrase that allows him to kill a boss NPC without fighting. Neither outcome is predictable without having played the game before.
2) A number of optional side quests (some unmarked) allows the player to help a certain family resolve their family issues. Depending on the outcomes, a multitude of unforeseeable things can happen later. If the daughter is still alive, a certain NPC will come to town to visit her, and if the player speaks with him, he can turn some hostile NPCs friendly in a subsequent mission. If a certain unmarked quest is resolved a certain way, the daughter may show up as an NPC in a later mission with no real effect on the game rather than just, "Oh, so that's what happened to her after that incident."
3) The player comes across a bum being mugged by two thugs. If the player helps the bum out, he gives the player a password that's not used until a few missions later.
4) The player can kill certain boss characters earlier, negating the fight later. Or they player can run away from some fights and face the characters again later in the game.
5) There's a comical sequence involving the women's bathroom that affects certain non-vital conversations later in the game.
There are many more, but those are off the top of my head.
What I've found, though, is that if I want my actions to have a real effect on the game, it's better to focus on gameplay effects rather than on story. There's a genre that does this really well, which is the turn-based tactics genre. Games like
Jagged Alliance 2,
Final Fantasy Tactics and
Tactics Ogre are great. Although the stories for most of these games are more or less linear, the player's actions affect how the game plays.
Jagged Alliance 2 doesn't have much of a plot, so the entire game plays out based on the character's decisions. There's a starting city and an endgame goal (kill the evil queen), and that's it: everything in between is up to the player. The game has set cities and set maps, the player decides where to move their squads and when, while the queen decides where to move her squads and when. This means the player has a lot of control over where to fight, which order to conquer cities, whether to conquer cities at all, etc. The player also decides who to hire and how to equip them (snipers, SMGs, etc.) which affects how they will play. It's like dynamically writing the script to your own war.
Final Fantasy Tactics is mostly linear, but you decide who to hire, how to equip them, and who fights in which battle. So, ultimately, it's not much different to
Dragon Age: Origins in terms of decisions affecting the game.
Tactics Ogre is a bit different. I remember in
Knight of Lodis, there are actually plot decision points. Those decision points not only affect which characters join you, but some key battles are different, and the endings are ultimately different. Mind you, most of the game is still the same, albeit with different key characters, and the endings are based on which characters are present in the final battle.
While speaking of gameplay effects, I believe that
Deus Ex deserves another mention here. The skills and augmentations that the player chooses have a real effect on the way the game is played. There are numerous play styles to choose from. It's like beating b]Diablo 2 with a barbarian and then going back and playing with a sorceress.
Those are story-driven games. When we move away from story-driven games, pretty much everything the player does has meaningful effects.
Rome: Total War is a good example. Simple mission: conquer the world. We're given static starting positions. We choose our faction and write history from there.
Ultimately, it's about expectations and compromise. The more choice a game offers us, the less it's able to provide a coherent story to coincide with our choices. So we have to compromise and balance between story and the impact of our actions on gameplay. Story-driven games can still give the player meaningful impact on the game, like how
Deus Ex gives us many ways to solve quests and produces unforeseeable outcomes of actions, or how the tactics genre allows us to decide the characters who will join us and how the conflict plays out.
Cyraxpt: I kind of hated, i don't like being judge for what the "game" feels like it's wrong or right, let's say that i'm playing a game where a character betrayed me and i ended up being tortured and 2 of my friends died. Later, i find that character and he says that the reason that he has done that was because he was promised medicine for his mother. I DON'T CARE! BANG!
*You have lost 1 goody point and therefore you're closer to having the bad ending"
WHAT? FUCK YOU GAME!
Overral, i hate when the game tells you how to play, not only with the morality system but with everything, like "Have a S score and you will get an unlock" or "You weren't stealthy enough, -1000$ for you to spend". But i divert...
I don't know, nowadays it's hard to say how to do it, you can have those situations where you can just google the decision and have the good decision/ending or you can have something really random that will make you hate the game (I think this is the problem with Gods will be watching). I think Alpha Protocol has done that right, it gives you a time limit to answer (they could have give more time to read though) but i don't know if there is real consequences because i didn't play much (technical issues with my computer).
Yeah, I don't think the good/evil dichotomy is a good way to go. And it's all so subjective what counts as good or evil.
I think
Fallout: New Vegas is on the right track with its factional reputation system. Your actions determine how different factions respond to you based on how they like or dislike your actions. It's no longer a moral judgment but a political one.
Dragon Age: Origins implemented this system in terms of how the followers respond to the player's actions based on their own personalities. However, this system still has the problem of having to aim for a certain "score" to get bonuses. I think developers are just too obsessed with it, and it does the game a disservice, like in
Dishonored. If they implemented it more lightly - by not allowing it to have substantial effects on character stats or story - it would be a nice feature.