- May 17, 2020
- 11,170
- 21,832
The plot lines are clearly visible and the decisions we make have very little consequence for now.But I can't agree with this. I have not found another game that offers meaningful branching significantly better than BaDIK. Plenty of games have very well done branching, but the branches are high level and very discrete - even then there are often plenty of seams visible. I've also seen a few games have more extensive branching, but those always run into the problem that the branching itself is so disconnected from any narrative as to become effectively filler.
BaDIK strikes the best balance IMHO. There's a ridiculous amount of attention to detail, with a lot of subtle callbacks to decisions you've made, but the game does keep those decisions (large and small) within the context of an ongoing story. It's not perfect and we will notice the rails on occasion, but it's still an impressive work.
we warn Maya that Quinn is dangerous and the consequence is that for a few days Maya will do the scavenger hunt alone, without any real consequences, and after days and days if we are still interested in Maya we will square some extra RP with her (will it be useful? we'll see)
Then there are decisions that lead to imponderable consequences like thanking Bella for helping us with Jill.
then there are decisions that we don't understand how they can't have consequences like flirting with Josy in the garden of the HOTs in case she had just lectured Sage or having a threesome with Quinn and Riona before Josy's arrival.
apart from the sense of impending disaster that DPC's fame brings with it, how many really significant decisions have we met? one per chapter maybe
it's true that there are a lot of reminders of what we do or don't do, that the characters remember how we behaved with them, but the influence of these direct behaviours in the end are much less decisive than affinity...