I'd get to a point in the development of my game that I should make a choice. A choice about choices.
What do you people think about conversational options like "(Not enought points of certain stat) Approach her"?
And, in second place, the reverse "(Avaible because certain stat reached) Apporach her"
First of all I must say that as I'm asking because It's precisely about what to incorporate on my project,, better clarify that I'm not talking about "Stats that you must grind/paywall"etc, but stats that you develop making other conversational choices (Lewdnes, Ambition, etc). The path that you're taking, in a more thoughtful or random way. (In the example option, it will be Lewdness)
I don't specially like it, more so in the era of games in progress (you never know if it's just a teaser).
cons:
-inmersion breaking
-player may think it's a teaser. Or worst, it's a teaser and player may break his head trying to reach that stats, just to finally find online that the feature is not implemented. (Maybe I only consider this as a con myself because It specially raise my eyebrow)
pros:
-(About the locked) You know there is a option that you "choose" willingly or unwilingly to ignore, but maybe you can return later if its not a unique event). (So you know that the content is there).
-(About the locked) You know that in another run of the game, you could do different things in order to pick that option.
-(About the unlocked) You feel succesfull, as you are able to do that action.
(For my initial research I think the pros wins over the cons, even if I don't totally like the idea)
What do you think about the topic?
PS: I know I'll know what to do with my game, I just wanna hear your opinions
What do you people think about conversational options like "(Not enought points of certain stat) Approach her"?
And, in second place, the reverse "(Avaible because certain stat reached) Apporach her"
First of all I must say that as I'm asking because It's precisely about what to incorporate on my project,, better clarify that I'm not talking about "Stats that you must grind/paywall"etc, but stats that you develop making other conversational choices (Lewdnes, Ambition, etc). The path that you're taking, in a more thoughtful or random way. (In the example option, it will be Lewdness)
I don't specially like it, more so in the era of games in progress (you never know if it's just a teaser).
cons:
-inmersion breaking
-player may think it's a teaser. Or worst, it's a teaser and player may break his head trying to reach that stats, just to finally find online that the feature is not implemented. (Maybe I only consider this as a con myself because It specially raise my eyebrow)
pros:
-(About the locked) You know there is a option that you "choose" willingly or unwilingly to ignore, but maybe you can return later if its not a unique event). (So you know that the content is there).
-(About the locked) You know that in another run of the game, you could do different things in order to pick that option.
-(About the unlocked) You feel succesfull, as you are able to do that action.
(For my initial research I think the pros wins over the cons, even if I don't totally like the idea)
What do you think about the topic?
PS: I know I'll know what to do with my game, I just wanna hear your opinions