- Aug 24, 2019
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Your two first sentences explain why the third one describe a bad game mechanism.In that situation I would have chosen to leave, I ain't staying in no creepy pyramid. But that wasn't what the LI I was interested in wanted to do. The game uses a point system with the LIs and you need to reach certain thresholds for certain scenes, so my choice is made for me.
It's not because there's some games that are doing it badly, that point systems are bad by themselves. Most of the times they are based on threshold, and works fine. This let you the possibility do be imperfect, while still forcing you to show a certain level of attention and interest for a character.From the moment the game introduces the point system it invalidates all future choices, you're no longer picking between doing two actions but instead simply between two LIs.
How about neither? I want to make choices that make sense in the context. To use an example that everyone should be familiar with, if I'm playing a Harry Potter game, and have, let's say Malfoy as protagonist, I'd be really weirded out with any genuine nice guy moves, at least initially. It can be a reformation story where an initially canonical wanker Malfoy protagonist makes his way into the good guys camp, let's say because he learns that you get into more witches' panties by being nice, not by calling them mudbloods, i.e. through reasonable self-interest.Or is it more about how you want to play it? Do you want to be a nice guy or a creepy bastard?
A good approach when, depending on the choices in the menu, not only changes the end result of the game or the plot, but the dialogues with the characters. Immediately you get a dialogue, not a monologue.The idea of "paths" is not contributing to fiction being better, and often pushes authors to diverge paths in entirely incomprehenmsible ways. Tea or coffee? Tea: you get a harem. Coffee: protagonist dies within 24 hours. Likewise, explicitly branding ambigous endings as "good" or "bad" is idiotic. I'm the one who judges whether an ending is a good one, not you, mr. author.
Whilst there certainly are limits, I don't see how significant choices would be illogical or create plot holes. Unless they're just written badly in which case there's going to be plot holes regardless of choices. Nor is anyone asking for a choice for everything.People talk a lot about "choices that matter" but to me, that has hard limits. You can't give a choice for everything unless you want an overcomplex mess of a game. And a lot of those choices will end up being very illogical. Full of plot holes and inconsistency.
Sorry for misunderstanding in that case!This is the same thing. It was the first thing I said.
To be very clear here. I was saying that devs should NOT make their choices be just about which love interest the protagonist pursues. There should be choices independent of that decision.
That assumes that choices you make when interacting with LI 1 will not affect your relationship with LI 2.I feel like it falls out of your paradigm in some ways.
Each character has their own set of "routes" but if you choose one route with one character, there's a high likelihood you'd choose a similar one with another. But then again, many characters have more than one route that would appeal to the same person with a slightly different take on what a sub or dom might enjoy. So maybe it's your "as many as possible" choice but since nothing about the core story changes, it could even fit in the "only one" category.
This is what I mean when I say "paths" is just not a good way to approach what it means to have choices.
You point out a number of issues:The idea of "paths" is not contributing to fiction being better, and often pushes authors to diverge paths in entirely incomprehenmsible ways. Tea or coffee? Tea: you get a harem. Coffee: protagonist dies within 24 hours. Likewise, explicitly branding ambigous endings as "good" or "bad" is idiotic. I'm the one who judges whether an ending is a good one, not you, mr. author.
The good approach is to have several end-states for the characters, and yes, the more characters there are, the more permutations you need to work on. That is better controlled by having less characters, than less end-states per character.
Not disagreeing but to me that sounds like a weak argument. There are ways to increase output, e.g. less or lower quality renders.When the game has too many branches it bogs down the development.
I do disagree with this. GGGB and Red String are fantastic games in my opinion. Sure you can complain about stuff but nothing is illogical or full of plot holes. Some desired paths may be a bit hard to find but I don't think this is a major flaw.People talk a lot about "choices that matter" but to me, that has hard limits. You can't give a choice for everything unless you want an overcomplex mess of a game. And a lot of those choices will end up being very illogical. Full of plot holes and inconsistency.
In my opinion, this is a big flaw in the plot. I like the explicit possibility of choice, when the player is faced with a dilemma, rather than a set of choices of random events that will lead to some result.I do disagree with this. GGGB and Red String are fantastic games in my opinion. Sure you can complain about stuff but nothing is illogical or full of plot holes. Some desired paths may be a bit hard to find but I don't think this is a major flaw.
Be faithful to your boyfriend or cheat. Be a cheater, a slut, or a whore. Do or don't do drugs. Around half choices in Good Girl Gone Bad are direct moral dilemma. And you can choose one or the other, you'll end with content ; way less for the faithful route for obvious reasons. What content and how dark it will be depending of your choice.In my opinion, this is a big flaw in the plot. I like the explicit possibility of choice, when the player is faced with a dilemma, rather than a set of choices of random events that will lead to some result.
There's a lot of games out there that you can only fully get by reading the walkthroughs. Silly AAA studios who know nothing about game building...There are a lot of games here that you can only fully get through by reading the walkthroughs. This speaks not to the wisdom of the developers, but rather to the inability to compose a story.
I'm talking about character arcs. Unless we are talking about a story where nothing really happens besides the protag getting laid, a story will have some character arcs happening in the meanwhile. If protagonist's choices actually matter then conclusion of these arcs will vary, and will affect the ending, even if the protagonist does not pursue these characters romantically.3) End states for characters => I'm not sure what you mean. I do agree that less LI's = better story.
I'm not trying to pitch this particular game to you, but they don't really live in a vacuum. Some interactions between other characters do change depending on how you have progressed with them respectively. Also note that this is a game where you covertly dose people with a mind control drug. Some lack of awareness of what you're up to on the part of other characters is implied.That assumes that choices you make when interacting with LI 1 will not affect your relationship with LI 2.
That sounds like lazy writing in my opinion.
In the first Residen Evil games, the player freely moves around the location and explores it, interacts with various objects. But quests are not AAA games, their era is long gone.There's a lot of games out there that you can only fully get by reading the walkthroughs. Silly AAA studios who know nothing about game building...
If you want a game that has a lot impactful choices on the story I suggest you try College Daze ! I haven't found an other game with so many ways to play the game !Basically the reason why I personally prefer VN's / games over real porn and erotica is that in a VN we can make choices which impact the story, shaping it to our liking.
Well, I'm sure that Bethesda and CD Projekt, among many others, would be glad to learn that they don't release AAA games.In the first Residen Evil games, the player freely moves around the location and explores it, interacts with various objects. But quests are not AAA games, their era is long gone.
Can you name a choice in these games that would cause the plot to branch out?Well, I'm sure that Bethesda and CD Projekt, among many others, would be glad to learn that they don't release AAA games.
We are talking about branching paths here, not multiple endings.The apogee of this was the ending of Mass Effect 3, the mass dissatisfaction of players who were deceived by the promise that every choice is important.