Not sure if answering two days late counts as mild necromancy, but here goes:
1). Especially if the book was found on the corpse, the game doesn't have to read my mind to know it's related. But I suppose that concerning the other situations, there could simply be an option to examine my entire inventory, and look at any object and leaflet inside. So there goes that problem.
Now, I can actually answer that particular thing. Sometimes I close these things on accident. And yes, I can be absent-minded. I am the person who if he wants to know the time, double-checks the clock five times just in case he read it wrong. What usually happens in these cases, is that I have to minimize/reload the game and read the book online/before the event. I don't like doing that. That you don't have this problem, doesn't mean it's not a problem for me.
And the game does say it pretty clearly, I'll give you that. But not every case has to be that way. Having to actually read the books to get information is a reasonable thing to expect at some point in the game.
3). Well, they already said that the game won't really have quests as quests. So I suppose I don't care about it not being a quest. Just about it existing.
5). Okay, here's the thing here. The way I see it, is that there is basically two ways you have consequences for your decisions. The first one, is my interactions with the outside world. Whether I kill the guards or not. Whether I steal something. How I finish quests, and so on. Nobody will forget what I did there. It will forever be on my memory.
And then there's the thing about talking with my companion about things. Nobody can overhear us. Nobody knows what I said. It's basically me talking with a friend, and assuming I'm not just lying to him/her to get him/her to be friends with me (which the game doesn't seem to give an option for, which I am totally okay with,) it's basically me doing character development. Now I wonder if in the middle of the game it would be possible to say:
"Now, I did those things earlier, but now I am sorry for them, and I would not do them again." Your companion or other people you're saying it to don't have to believe you. They could call you out on it if you set your foot on the previous path again. But to me, having those points pop up when I do something just feels like useless baggage.
My problem with moving towards certain directions, is that when I decide to change, it feels like I am struggling against the game systems, not my decisions. Here, I'll elaborate a little. Say here's the scale (Don't pick on my example or the scale, please. Pick on the concept.):
Honorable >> Mostly Trustworthy >> Regular >> Practical >> Selfish
Basically, I would go first to honorable in the course of my gameplay. Then I decide that I don't care about anything anymore and decide to be as selfish as possible. One, in a real world, what I said in my kitchen (to my partner) wouldn't have any significance on how the people understood me, so it wouldn't bear an effect at all.
Two, when I would change, the people would notice it immediately. They would talk about the sudden change of heart of Dude McHero. The people I didn't have contact with recently would still treat me as a paladin. People I did interact with, would treat me completely differently.
Now, I get that having an abstract scale is easier than modeling each person's or community interaction independently (Which is why I like the Witcher games, which of course have their own share of problems). But when I meet people, I don't want them to say: "You might have been behaving like a bandit recently, but I still like you because it takes a while to climb down that scale." Now, that example might not happen depending on how the system is implemented, and what these stats actually mean in dialogue. That's something I'd like to hear more about.
But when you interact with people after such a change, they might have fond memories of you from before, and might still treat you well because of it, or have illusions of you coming back to the "good" side. But they will differentiate their responses to a person who's going down the ladder, and their responses to a person who's still going up. So the thing I am talking about, ties in to the problems inherent in having artificial values jump up and down, instead of having human relations. And often the solution to that, is to have some karma dispenser where you could quickly raise you values to a certain point.
And an ability to use the game systems to somehow help your role-playing, instead of fighting against it, is something I would appreciate. Now, once again, it doesn't have to be a "Get out of jail free" card, and maybe erasing the values is not the best way to do it. But to give an example, (which is probably not applicable to this game but still...) if you're "good" and you encounter a potential "evil" companion, that companion would usually say that you're too good for his/her taste. But having an option to say "Well, that's in the past. I won't be doing any more "good" things anytime soon." would be a better option than to reload and kill a village (karma dispenser) before talking to that person again.
Anybody see where I'm going? If the Original Sin wasn't in development already for so long, and the kickstarter raised more money, I could have asked to go away with the "alignment" system entirely. But I don't think that's possible, so anything to make it less artificial is cool. And I don't know what those Faith points decide. But once again, I don't view them as consequences of my decision. I view them as necessary evil, because it's too hard to make the game without them.
And for everyone who's saying that if I don't like the game I shouldn't play it. Are you consciously trying to shut me up, or does it just look like it? Because I feel like I have the right to come here and complain about anything I want without being told that the game is just not for me. I mean, I could complain about the game being turn-based. Or I could complain about it not having guns, and being set in Afghanistan. Now, it would be stupid. And it would probably be useless to reason with a guy who mistakes Original Sin for Call of Duty. But as long as he wasn't trolling, (which he probably would be, but that's something else entirely) I don't think you should just tell somebody to shut up and go away. Now, I don't feel hurt, and I won't be reporting anyone, but the point stands. That doesn't actually apply to Stabbey and anyone who articulated what he said.
Last edited by Thearpox; 10/04/13 08:57 AM.