- Jun 10, 2017
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I'll choice, "you're the exception that confirm the rule"Dude, my profile picture has been Papa Marcus since created the account. That gives you an idea of who you are talking to.
Partly because it's true (see below), partly because... well, have you seen many people saying "oh fuck, I'm an idiot" around there ?But here you're blaming the dev because of each player personal preferences.
There's choices that are voluntary, and others that feel (or sometimes effectively are) mandatory ; all depend of the reward balance, and the knowledge the player have (see below for this last part).Imagine the classic game when you can be a sweetheart or an asshole to get the girls. If someone isn't into asshole MCs then they only have the path of the wholesome MC, but that doesn't mean that they don't have a decision to make. They are the one choosing to play one and ignore the other route. That's a player making a choice.
If the game is well balanced, the choice will be totally voluntary. Like by example the megaton's bomb in Fallout 3 ; 500 more caps if you blow the town, but at this time you learned that you can find the difference if really you need to. But if the reward behind one of the option is disproportionate, it's something else. And it's the case in your scenario ; either you do the "right choice", and you have nothing, or you do the "wrong choice", and you increase by 50% the size of your harem.
It's where the author responsibility lie, in the unbalance of the reward. Would it be more balanced (whatever if it's "you saved my life, choose one of my girls", or "you saving his life was noticed, two girls rang at your door the next day"), the fault would only come from the player ; he want to have this reward, whatever the price to pay for it.
Therefore, with your scenario, many players would feel trapped, forced to make a choice they wouldn't have made otherwise. Of course, you'll answer that they could choice the "no reward" option. But tell me, while playing do you really never made a deal with yourself, doing some steps outside of your comfort zone, in order to have an interesting, or helpful, reward you would have missed otherwise ?
"Ok, she's innocent and don't deserve to die, but it's just a game, right ? And if I agree to kill her, I'll have a gun twice more powerful than the one I actually have. I looked online, I need to level up four more times before I can access to guns this powerful. Those bastards almost killed me in the last fight, do I really have the choice ?"
The same kind of thoughts apply for your scenario. "This guy don't deserve to die, but it's just a game and, more important, I'll not kill him, I'll just not save him ; sorry guy, didn't heard my alarm this morning. And if I do this, I'll have now have six girls in my harem. I looked in the thread, it's the only time where I can add girls to it, do I really have the choice ?"
Of course, not all players would make this choice, but for those who would do, the majority would blame you, and your poor balance, for this. And they wouldn't be totally wrong.
Can I say that it's a really bad design choice ?Here the difference is that this choice about this guy happens mid game and the outcome may not be the want you wished. If someone saved that guy and then he finds out that he prefers having the girls, that player can pick an old save file and change the outcome. That's a player making a choice.
Do not put the players face to blind choices, period.
The bigger is the impact of the outcome, the more the player need to know about him beforehand ; if he missed the clue, it's his problem, but he need to have had them. And here, the impact is big, since it's two more girls in the harem.
Put back your player shoes an instant. How would you feel facing an, "you know, this choice you made, three months ago ? Well, it's because of it that you're fucked right now".
There's potential behind the scenario, but totally not the way you present it.
- Let the player discover that there's a thread above the guy's head.
- Make the guy say that, if he die, he want the MC to take care of his girls.
- Let the player know more precisely about the threat ; "it will happen at this coffee shop, but not before a long time".
- Make the player discover a new coffee shop that just opened.
- Put the player face to a choice.
a) Tell the guy about the new coffee shop, what will save his life in the future.
b) Say nothing, what will lead to his future death.
You aren't betraying him by placing him face to a blind decision, with in top of it an unbalanced reward. He know everything, so, do he want the girls, or do he want to sleep peacefully this night ? Is he greedy, or is he moral ?