- Sep 28, 2018
- 4,354
- 23,366
Ideally, a game with a lot of branches sticks to a main route and the branches just diverge and join back up down the line. Even really big games like BaDIK and COBD do this. If you really think about the branching in BaDIK for example, you have 5 main LI's (two of which overlap and 2 others interact a lot with each other) and a bunch of side-characters. But everything flows and rejoins sooner or later. There is a central plot. Everything will eventually lead to the same place. Same for COBD. Both of these games have little hidden scenes, but those are just that. Hidden scenes. Not full routes.
But the branches in this game don't really go together seamlessly and pretty much every character has their own route or a variation on a route. And there are a lot of them. This game doesn't have a central plot, other than Sophia being corrupted. Which isn't really a plot, it's a goal. How we get to that goal can be done in so many ways that LP has overextended himself and created way too many variations and possibilities. That may be fun for the players, but a nightmare for LP to sort through.
LP is attempting to make a world within a game, not a game within a world. If that makes sense.
But the branches in this game don't really go together seamlessly and pretty much every character has their own route or a variation on a route. And there are a lot of them. This game doesn't have a central plot, other than Sophia being corrupted. Which isn't really a plot, it's a goal. How we get to that goal can be done in so many ways that LP has overextended himself and created way too many variations and possibilities. That may be fun for the players, but a nightmare for LP to sort through.
LP is attempting to make a world within a game, not a game within a world. If that makes sense.