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Reply to Re: Crazy Old Tim Plays all the DMODs of 2004

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September 27th 2014, 01:39 PM
fairy.gif
Arik
Peasant He/Him
 
Most of CC2's endings are pretty similar; in particular there's really only one good ending, just with a bunch of modifiers based on your party member and on whether you completed the party member's sidequest, but the bad endings are variations on a theme as well. They're also all achieved in the same place, rather than by taking an unfortunate course of action that lets you see the game's events from another perspective, which Pilgrim's quest did to great effect.

I wrote the endings, so my perspective is a little weird and self derogatory and I'm glad you liked them, but you've hit on an area I think could have been more interesting. The approach Initiation took was really cool for that, in that all the endings are achieved by the player taking very different and very active steps to get them. Back when I was toying with a pseudo-romp version of CC3 I was considering a hybrid CC2 and Initiation approach, where you'd be able to finish the game really quickly but the ending - possibly including what you did to get it - would have a lot of modifiers based on the active things you were doing in the module up to that point.

For what it's worth I agree with Tim's write up. And if CC2 is about all the small details then ultimately not all of them are going to get covered - there's only so much that it makes sense to write up. Also, the screenshots show that not only did Tim bomb through Cloud Castle to the oasis but he also found Alessa's memory, which requires talking to an invisible fairy with a specific NPC in your party. Given that so many players miss the oasis completely I'm kind of floored by the attention to detail.