Choices

KoterKarl

Newbie
Aug 24, 2018
20
34
I'm gonna rant off about what keeps buggin be about games: Choices and alternative paths. So this is to all potential game creators:

Don't get me wrong, it's amazing to have multiple endings and all of that but every fork in story development means exponential growth of effort for the developer. Thus most games that start out with multiple paths end up abandonned and unfinnished. And it's no wonder. People underestimate the effects of exponential growth, not just in games but everywhere. Just having two paths in a story creates a lot more than twice the amount of work for the developer than one.

Obviously, choices are what makes games interesting. But most of the time, choices are meaningless unless the story is framing the choices in an engaging way and the choices are actually meaningful. For example who gives a fuck where I cum? Unless it actually matters for the story and the characters, all those extra animations are wasted.

The tradeoff between development time and value for the game is not worth it. I'd rather have long games with fixed but meaningful stories than short games with many but pointless choices. It's a pain to see all the effort people put into creating games to be wasted because of this.

Be confident and tell a story how you want it to be. That doesn't mean you shouldn't listen to patreons or forum members but ultimately you're the creator who creates. The story is the most important aspect of a visual novel. Choices are a way to put yourself into the shoes of the character. Without the engaging story, the game might as well be a non interactive porn flick, and most games would be better off that way.

IMHO the most important thing when making meaningful choices is to tie up the knots together. If you have choice A and B at some point, you need to join those paths together at some point so you can continue no matter what the player chose. If you don't, the above mention of exponential growth of story complexity happens and you cannot deal with it. It's hard enough to tell *one* compelling story. It's impossible to tell multiple compelling stories at the same time . You will mix up things or just not be as engaging as you could be.

Very few games actually manage to do that properly. Even AAA titles like Mass Effect have a ridiculous amount of variables that decide how the ending turns out - and they fuck up the ending. It's not necessary to have that amount of complexity. People want an engaging story and are more than happy if good/bad choices during gameplay actually reflect in the ending - if that ending is meaningful and makes sense. And most people don't even bother checking out the other ending! Nevermind the hidden endings some games provide that are usually only found by people reading a walkthrough. People will only check that out if you did a good job telling the story in one way.
 
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Golden Goose Studios

Newbie
Game Developer
Jun 20, 2021
44
63
Thanks for this discussion I also have a lot of issues with the importance of choices and their effect on the story. I agree that a lot of the choices you choose during games end up meaningless which just adds to the development time. And for making a story, I feel that it's probably the most slept on part for most games.

For me, I play a lot of Renpy Sandbox games and they usually don't have a strong story aspect (which is understandable). Though, games like Takei's Journey does good job integrating stories within his sandbox albeit the choices in the game don't end up mattering. Trying to tell 2 stories is just a red flag and I agree that having it complement one another and converging is going to be easy for not only the players but also for devs.
 

HELIO CESAR

Active Member
May 30, 2018
748
1,602
Really depends, i have seen as much good linear novels being abandoned as heavy branching content ones, imho most devs that drop their work would drop it even if it were their passion project or not.
A hard to write or labor intensive multi branching game could raise this chance? A bit, but i don't think it raises it in any significant amount, it's more of a dev/team personal thing.
 
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KoterKarl

Newbie
Aug 24, 2018
20
34
It absolutely does, since every branch means exponential content. More content neccessary -> longer development -> higher chance of not finishing a game. It's pretty straightforward.
 

woody554

Well-Known Member
Jan 20, 2018
1,574
1,960
I guess that's one vote for kinetic novels. I always thought there must be one person somewhere liking them, I just never thought I'd see him.
 
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unocrus

Member
Oct 28, 2018
125
221
I personally hate kinetic novels. Even if it's a non-porn VN, I hate them.

Good Girl Gone Bad is the gold standard when it comes to making choices, in my opinion. You're manipulating story threads rather than the overall story. Some of the threads weave into each other, but not all do. The ending then gives you a synopsis of how all the various story threads conclude. That's the best way to handle choices; h-game, VN, or AAA video game.
 
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