- Jun 6, 2019
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I think it can work but its like Wrynn13 said: the player not having multiple branching paths and only being given one path to go down, is not the same as a writer telling the player how their character should feel. Tobs does both but it's probably the latter that pisses people off the most. And I honestly think simple dialogue choices for the player to react to what's happen wouldn't be a mountain of work to include. Like I'm not saying we need huge branching paths or anything.Do you think someone like this would be remedied if PC was actually likable/not a fool? I am mostly asking cause I have a project planned, but I am not sure I'll have enough power to add branching paths and major choices for quest. I can understand how annoying it can be when you can control every aspect of the main character... except how they interact with others and what decisions they make, but I am simply gathering info on whether or not this type of narrative is a lost cause or can work with better writing, likable characters e.t.c.
Take the Gweyr example I used before. We're asked if we think Gweyr is a monster for choosing to kill the young cultists instead of doing literally anything else. It was stated that she was so much stronger than them, that killing them was trivial for her. To me, that says she had other options. Because if you're strong enough to swat people down like flies, you're strong enough to subdue them without killing them. Killing them was just easier. So the player gets two choices in the response: Yes or No. If you choose No, you say that you don't believe she's a monster, you believe she did what had to be done. If you choose yes, you somehow end up back to saying she did what had to be done. In this case Tobs gave us a false choice, because both choices lead us to say Gweyr was right. And in this story, Tobs wants to tell the tale of some badass psycho who was ultimately right all along and gets forgiven at the end. There's no room in his narrative for the player to disagree, so he doesn't give us the option to. If he had just had us say "Yes you're a monster, because you were strong enough to choose another way to deal with the situation, but you didn't. And now, even years later, you still believe you did the 'hard but right thing' that no one else had the balls to do, and you wonder why the village turned on you...for killing their loved ones."
I don't think that would add too much work. You would only need to use a more neutral tone for the player as you go forward, and then reference that variable when Gweyr gets back to town.