- Jul 7, 2017
- 3,440
- 7,801
DPCFor every single girl the story is way past the point of casual, if you are playing their route well then both the MC and the girl clearly care about one another.
I've said this before but I see all the stories as mostly disconnected, not truelly canon with one another, unless PinkCake let's us get to a certain point and gives us the option to just fuck up everything and hurt a lot of feelings.
How do you balance developing and telling a cohesive storytelling structure with a narrative game's branching elements? Do you prioritize taking the plot and characters arc from A to B with somewhat limited branching, or you plan strongly defined diverging paths that can go from A to B, C, D, E...?
When you develop a game like Being a DIK and need many branches, the most important part is to have a backbone story. No matter what choices the player makes, which girl the player goes for, the main story is always there to carry the game forward. That way, branching becomes manageable, and you can plan whatever structure you want for the branches. It’s not necessarily just an arc going from A to B; you can have multiple outcomes for it, as long as you plan to take care of the outcomes when you’re done with the branch.
One good way to end branching is to store its outcome as a variable and use it later to affect the story. It’s an easy way to introduce a system where choice matters, and it allows you to kill branches without making the player feel they did something for nothing, as the choice is respected later on in the game.
The balance of it comes naturally to me; I try to include characters in the story, even if the player has no romantic interest in them.