- Sep 6, 2017
- 1,016
- 2,518
But now that i again think about these lines together -
- The game will have a permeating story. It is NOT a sandbox game. That said, there will be choices and branches.
- Some events will be forced for the sake of the story.
Don't these two points really exclude each other? Doesn't forced stuff really cause more harm overall than good things when it comes to storylines with choices and branches?
Why don't let every scenario through the whole game, not only the endings have a lot of different outcomes that depends on how player played through the whole game and choices he took on the journey. I think that increase muh immersion and players feel like ''Oh, that happened. I feel good now that i did it that way and not another'' and not ''Well damn, i did everything i could, maybe i will reload from the beginning, go through different setup of choices - Well damn again, nope. I feel bad now.''
In my opinion you can have a story and don't force anything for the sake for it, let the players playing the game decide what happens while playing, experiencing that journey themselves.
- The game will have a permeating story. It is NOT a sandbox game. That said, there will be choices and branches.
- Some events will be forced for the sake of the story.
Don't these two points really exclude each other? Doesn't forced stuff really cause more harm overall than good things when it comes to storylines with choices and branches?
Why don't let every scenario through the whole game, not only the endings have a lot of different outcomes that depends on how player played through the whole game and choices he took on the journey. I think that increase muh immersion and players feel like ''Oh, that happened. I feel good now that i did it that way and not another'' and not ''Well damn, i did everything i could, maybe i will reload from the beginning, go through different setup of choices - Well damn again, nope. I feel bad now.''
In my opinion you can have a story and don't force anything for the sake for it, let the players playing the game decide what happens while playing, experiencing that journey themselves.