not to eco the awnser of a previous user, but either assume us to be retarded or verry dumb, it's not uncommon for player to play games with the skip unsees dialogue option in the frist time, so in many ways the yuo are in an uphill battle people not getting stuff from even the most vaunted story centric games is a common occurance.Question for the class:
How comfortable/familiar/concerned are you with how the simulations work in the story? I'm not interested in making the functionality too detailed but I also want to make sure that the audience has a good enough feel for how they work that they don't get thrown out of immersion, or feel like I'm doing too much hand wavy bullshit. So I'm going to bullet point out some info that is of varying degrees of relevance and I'd love to hear if it all jives with your understanding.
- While in the simulation the user doesn't have access to their real memories
- Once the simulation is over the user remembers everything that happened in the sim
- Qoniv is the company that ultimately controls/operates the system the sims run on
- Individual sims are kind of like video games, there are different genres and series, etc.
- You access the sim by using a headset that syncs with a neural implant*
I'm writing out some of the scenes right now and I'm unsure if/how much I need to highlight any of these points.
There's a statistic that I have to fact-check every time I see about how 54% of adult Americans read at or below a 6th-grade level, which for reference is Harry Potter/Nancy Drew/Goosebumps. I think it's pretty safe to assume that people who play games like this one are reading at a much higher level than that but I also think most games like this one are very straightforward and blunt with the writing. Also, English might not be a player's first language which could complicate things a little.
I've mostly been thinking about Ness and some of the reactions to her/the MC's situation. I think many of the people who played the game so far took everything Ness said at complete face value, which has strongly impacted their impressions of her, the story, and where it is heading. Now obviously there's not a lot of game out yet so there's still plenty of time for people to adjust expectations and having some surprises and twists in the story is fun. But I also don't want the audience to feel that the surprises/twists are unearned, arbitrary, or contrived. I don't think we'll be able to determine if I'm doing it right for another update or two but any early thoughts/comments would be appreciated.
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*I originally was going to have the characters control basically every electronic device with the implant but it ended up looking real dumb. Imagine if every time someone was fiddling with their phone or using a computer I had just used an image of them staring off into space.
that said I have 2 recommendations: 1: copy eternum, it's another game on the site, quite high-rated too, and it has a similar concept of "virtual worlds" tough it goes in a radically diferent direction, in short what they to is they make jumping into the simulation a bit of fanfare, with specialist suits and the works, so giving jumping into the sims a bit lead up would help.
2: boot up sequence, basicaly when ever the mc/character goes in to a sim, have a sort of systems check, point out the company owns the sims, the nature of the sim and so on and so forth, this could be done at least once with every character to introduce the player to say the moms sim, or if done in a very subtle and quick manner, every time the mc joins their sim ( the absence of this boot-up sequence could later be used to enphasize the blurring of the lines with the sim and reality).