- Nov 24, 2018
- 1,061
- 5,228
I understand what you're saying, but literally every game does this. There is no game where you can type anything you want to say in and have the game adapt to your commands. If you want that, your only choice is to play a pen and paper RPG with a human game master.Like I said earlier, if that's the story they wanna tell, that's fine. Just make it a kinetic novel. What's the point in wasting my time and making me have the conversation over again, only with the "choices" they want?
Some games branch and cover multiple stories, but, literally, 1 significant branch cuts the story in half. 4 makes it 1/16th as long as it would have been without the branches. I did this in Life Changes for Keeley and the prevailing feedback was that it was too short because people only played the branch they liked.
Some games do a "Game Over" when you make the wrong choices. I did that with Dreaming with Elsa, and I had people wanting to throw their computer through the window when the game ended. They didn't just have to have one conversation again, they had to play the entire game again.
Some games let you continue on when you make wrong choices, but hold something back. I did this in Finding Miranda where you didn't get to see the sex scene, but the game continued. OMG, the vitriol that brought!
Some games have what I'll call "Roleplaying" choices, where the choice literally doesn't matter. Whichever one you pick, the game progresses in the same way. I've added some of this in a few games, this one included, but have never gotten feedback that people found it satisfying.
And some "games" have no choices at all. I've written a ton of those, and the overwhelming feedback is, "Why would I play something where I don't even get to make choices?"
The feedback I was trying to address with this game was from people who said they refused to play a game that didn't have a walkthrough. I was trying to give them an acceptable way to play without losing too much for making wrong choices. And I tried to make the "failures" less traumatizing by giving them an in-game, in-story scene that helped them understand what they should do.
Tlaero