Two thoughts here:In my defense: moving from one place to another also allows me to prepare for random events, like the one where Aline gets groped while getting in the cab or meeting the groper in the subway to go to the police station.
If you had a menu, these elements would be difficult to set up....
The difficulty is the balance between this free mode and the interlocking story elements because in my mind, random events can influence the long run and the player can miss things...
First - is there anything technical that prevents you from integrating the existing random events into the "teleportation" system? So if the player elects to send Aline to work, and the event triggers - "On the way to work, Aline runs into..." One transition screen, and you're in the event. Some tweaking/balancing of event frequency may be necessary so they don't undermine the goal of the shortcut system - efficiency - but it would be fairly straightforward, single-variable optimization.
You can give the player the option to select a default means of transport - cab or subway. That way, the "fast travel" system is simply taking care of the busy work, and the player is still in control of the character, and can be exposed to the appropriate events/character interactions.
Second - random world events can be a reward for those players who choose to explore the world, instead of acting as a punishment for those players who want to progress some specific story element.
Even keeping them out of the "teleportation" system entirely doesn't mean that the player will never see them. You can always encourage exploration through a few quests or characters that don't fit neatly into the teleportation system.
I think that would be a great start. I would also encourage you to consider adding a permanent/easy to access "return to home" button when Aline is out exploring the world. It shouldn't be accessible when she's on a mission or fighting monsters or otherwise engaged, but having the option to quickly return to the hotel from, for example, the far end of the downtown area would save a lot of clicking. Clicking that - as of now - doesn't get the player anything.Ideally the following (not exhaustive):
Be able to spend a day and switch to evening/night mode
Be able to go directly to downtown
Be able to be directly dressed as a police officer in front of the task board
I could create a kind of portal in the Hotel, in the room when the free mode opens, with the recommendation to explore the world to unlock events. This way, the routine of certain tasks and their automatization would be more pleasant.
Let me clarify my point a bit.For corruption, I don't quite get it...Aline behaves differently depending on who she is with but her overall corruption evolves with the Phantasm software that the player unlocks. It may be a weak point but it's also a less classical and linear corruption than in other games.
I try to keep a main line with her "natural traits" that reveal who she really is. Those same traits that you like, are actually at the heart of the story and reinforce the gameplay.
EDIT : For corruption, Aline's very varied moods can also be explained by a cyberpunk side of Hacking her mind...something that breaks down and makes her open up to her repressed lustful side for a moment...only to close down again.
That's kind of the intention I wanted to convey with Phantasm and its sometimes strong reactions, but what I have in my mind is not necessarily well understood by the player. The story will explain this later, as it did with Leridia.
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