An open-ended post-apocalyptic role-playing game with an empty-slate hero and opinionated companions.
Players stop caring about letting companions down in Mass Effect 1
From Fallout: New Vegas page note
Fallout: New Vegas companions leave if you stray from their ideals. Cass and Boone walk away from the player when the player's choices betray their values. This gives players a softer consequence than losing a squad-mate to death.
Mass Effect 1 is the contrast case: companions never hold lasting grudges, and the only way a character leaves is "in a body bag", so players stop caring about letting them down. Dragon Age shows a visible opinion meter per companion. Kaidan sticking around in Mass Effect 1 is the example of loyalty with no consequence.
Companions Cass and Boone walk away if you betray their values, a softer middle ground than losing a squad-mate to death. Its hero is left empty for the player to fill.
Fallout: New Vegas companions leave if you stray from their ideals. Cass and Boone walk away from the player when the player's choices betray their values. This gives players a softer consequence than losing a squad-mate to death.
Mass Effect 1 is the contrast case: companions never hold lasting grudges, and the only way a character leaves is "in a body bag", so players stop caring about letting them down. Dragon Age shows a visible opinion meter per companion. Kaidan sticking around in Mass Effect 1 is the example of loyalty with no consequence.
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Mark Brown's first game, a puzzle game he made while learning Unity.
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