Thanks for the video, it was a reaaally interesting watch, and also I've been editing in some flavour dialogue choices in my story, but kept them very sparse not to annoy players, and because my script didn't account for this so far. I'll be more mindful of this when writing the script for Chapter 2.That's kinda why I like these flavor text choices a bit more if they are done as part of repeatable events rather than main story choices. I know mine is one of those weird type of things, but I've seen far too many games where exploring all dialog or choices is exhausting rather than fun. If it's just light flavor text like you said, and done infrequently, it probably wouldn't bother me much to not explore it fully. And it is hard work making writing for these games already, try not to burn yourself out. Quality can suffer when the game steers away from what you like making. I recommend this video on game critiqueYou must be registered to see the links
Makes sense, I've been putting some flavour choices based on the feedback, but I've kept them very sparse right now, because the script I had already written so far didn't account for that, and also not to put too many stops to the flow of the story and not to annoy players. I'll check this game out, thank you c:I like having purely flavour dialogue choices because they change the narrative (however slightly) and my perception of the character(s), especially if the next couple lines of dialogue respond to the choice I made.
I'd like at some point in the game to have a couple of meaningful choices though. Another thing with the flavour choices is that there shouldn't be way too many of them imho. A game that does flavour choices well is Price of Power, if you want to see what I'm talking about.
Other than that, what clockwork gnome said.
Do you like only having these two options? Even if it doesn't really fit the personality of the character you're playing as?I like having the option to be nice or rude, even if it doesn't change the story. It's nice, though, if the characters react.
Not to speak for them, but personally I'd say it probably depends a bit on context.Do you like only having these two options? Even if it doesn't really fit the personality of the character you're playing as?
No, a range of responses is nice. With regard to the character's personality, I think that that should to some extent depend on the player. That doesn't mean that the breakfast dialogue should be "How did you sleep, honey?" and the reply "Fuck you, slut." Dialogue is situational.Do you like only having these two options? Even if it doesn't really fit the personality of the character you're playing as?