[Preface: I will be mentioning two games as examples to illustrate my point. This is not a critique about either of those games as a whole. They are very different games in very different stages of their development. These are just examples that highlight the broader idea I would like to communicate.]
I have long been an advocate for exercising caution/common sense when it comes to "choices matter." As much as I agree with the platitude, a poor interpretation can lead to scope creep and a naive sense that every click should result in a completely independent storyline. But I'm not really here to talk about that aspect of the problem.
I want to talk about surprises.
Starting with an an example from Boring Days, a femdom focused role-reversal VN which is early in its development and updates at a glacial pace (which is fine as the dev is open about not having much time to work on the game). There is one particular scene I will call out as a fantastic example of what a surprise should be.
This is a perfect example of a surprise being a nice addition to a game. It's basically an Easter egg. The core dynamics of the game haven't changed. But your relationship with some largely irrelevant side characters has. Maybe, as this game develops, there will be more scenes that reference the choice that was made, and hopefully other choices that you make. But for now this stands as a perfect example of surprise done right. I laud AntiMyx for that decision alone. And I hope he makes more like it.
Next I'll give an example from The Company. It's honestly one of the best and longest running in-development games on this site. I have praised it in the past as the gold standard for how "choices matter" should be interpreted. Linear story, changes in sandbox interactions, simple as. Westane is doing it right, and he's been at it for about ten years. Check this game out if you haven't already.
But, as I have complained and defended my complaint (spoilers in previous two links), there is one route with one character that you could easily accidentally railroad yourself on. This is, objectively, bad game design. There's nothing in-game indicating that making this particular choice would lock you out of using the game's most fundamental mechanic on this particular character. If you weren't actively keeping track of the change logs, you'd have no idea this was even remotely intended to be a route in itself. It is not only ass, but the anus between.
To tie a bow on all of this: A pleasant surprise is a scene/dynamic you weren't expecting, maybe something you'll find as you fool around with different choices. A trap is something that you expect to be a simple "see content or no" that ropes you down a path or locks you out of content you were expecting to see.
Thank you for listening to my TedTalk.
I have long been an advocate for exercising caution/common sense when it comes to "choices matter." As much as I agree with the platitude, a poor interpretation can lead to scope creep and a naive sense that every click should result in a completely independent storyline. But I'm not really here to talk about that aspect of the problem.
I want to talk about surprises.
Starting with an an example from Boring Days, a femdom focused role-reversal VN which is early in its development and updates at a glacial pace (which is fine as the dev is open about not having much time to work on the game). There is one particular scene I will call out as a fantastic example of what a surprise should be.
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Next I'll give an example from The Company. It's honestly one of the best and longest running in-development games on this site. I have praised it in the past as the gold standard for how "choices matter" should be interpreted. Linear story, changes in sandbox interactions, simple as. Westane is doing it right, and he's been at it for about ten years. Check this game out if you haven't already.
But, as I have complained and defended my complaint (spoilers in previous two links), there is one route with one character that you could easily accidentally railroad yourself on. This is, objectively, bad game design. There's nothing in-game indicating that making this particular choice would lock you out of using the game's most fundamental mechanic on this particular character. If you weren't actively keeping track of the change logs, you'd have no idea this was even remotely intended to be a route in itself. It is not only ass, but the anus between.
To tie a bow on all of this: A pleasant surprise is a scene/dynamic you weren't expecting, maybe something you'll find as you fool around with different choices. A trap is something that you expect to be a simple "see content or no" that ropes you down a path or locks you out of content you were expecting to see.
Thank you for listening to my TedTalk.