- Oct 1, 2021
- 3
- 13
I started writing and mapping out story decisions in a test game to familiarize myself with programming in Renpy. The more I've worked on it the more I've decided to just focus on this one. While working on my story map I started wondering about "game overs" in visual novels. I hate games that just end with a game over and kick me out to the main menu making me start all over / load a prior save. But I don't mind the occassional dead end if the action seems logical to the character and the resulting scene is worth it. Almost as if it's a sort of wink from the dev. "Yeah, I knew what you wanted to do smart ass. Deal with the consquence, maybe enjoy a laugh or two and try again." I don't know... I'm also that person that will watch every deleted scene of a DVD so...
The image is the decision tree for a scene I'm currently working on. I promise there's no math! And sorry if it looks like a page out of Madden's playbook. I'm definitely more of a visual thinker so this helps me wrap my head around the different paths. (Numbers are decisions, letters are the resulting path, colored lines are jumps back to a decision hub.)
So my question has more to do with game theory (is it fun, and how do you plan for it / structure it so it doesn't become a drag for the player) rather than how to code it.
What are your thoughts? From a player perspective are you against any fail states / dead ends for a story path (quick little one shot endings) with the option that you might have to / be able to loop back to the previous decision so you can try a different decision path? Do you often go back to the start of a chapter/scene and try other paths to see if there are other surpises? Or do you prefer a more linear approach with decisions reserved for major story arcs and just live with the consequences?
From a dev perspective, how do you structure your decision points? Do you think it's easier for you and the player to program a jump that loops them back to just the previous decision (minor path blue line), jumping further back (orange line), or all the way back to the first decision in a scene? Or just daisy-chain jumps backward toward the beginning?
I appreciate any advice you may have.
The image is the decision tree for a scene I'm currently working on. I promise there's no math! And sorry if it looks like a page out of Madden's playbook. I'm definitely more of a visual thinker so this helps me wrap my head around the different paths. (Numbers are decisions, letters are the resulting path, colored lines are jumps back to a decision hub.)
So my question has more to do with game theory (is it fun, and how do you plan for it / structure it so it doesn't become a drag for the player) rather than how to code it.
What are your thoughts? From a player perspective are you against any fail states / dead ends for a story path (quick little one shot endings) with the option that you might have to / be able to loop back to the previous decision so you can try a different decision path? Do you often go back to the start of a chapter/scene and try other paths to see if there are other surpises? Or do you prefer a more linear approach with decisions reserved for major story arcs and just live with the consequences?
From a dev perspective, how do you structure your decision points? Do you think it's easier for you and the player to program a jump that loops them back to just the previous decision (minor path blue line), jumping further back (orange line), or all the way back to the first decision in a scene? Or just daisy-chain jumps backward toward the beginning?
I appreciate any advice you may have.