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From Discussion of invisible choices in games
Mass Effect 2 punishes players who delay the crew rescue. If the player waits too long to rescue the Normandy crew, the crew ends up dead. The game reacts to what the player did, not only to a few big decision points.
The example comes from a discussion of invisible choices, where a game logs many small actions and reacts to them later. Hades, Shadow of War and Deus Ex are cited for the same kind of fine-grained reaction. The source's phrase for it: "it can build up a massive, and highly detailed databank of everything the player is doing".
Delaying a rescue for too long leaves the Normandy crew dead.
Mass Effect 2 punishes players who delay the crew rescue. If the player waits too long to rescue the Normandy crew, the crew ends up dead. The game reacts to what the player did, not only to a few big decision points.
The example comes from a discussion of invisible choices, where a game logs many small actions and reacts to them later. Hades, Shadow of War and Deus Ex are cited for the same kind of fine-grained reaction. The source's phrase for it: "it can build up a massive, and highly detailed databank of everything the player is doing".
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