I’ve been thinking about how much player choice to implement in the game I’m developing, and also on how to present it to the player. From the games I’ve played, choice was implemented in a number of ways, the following are just some general examples:
1) No choice, like kinetic novels where you just click through the dialog and scenes. Also some games with proper gameplay, where interaction is created through combat and/or puzzles, but the story follows a linear path.
2) The illusion of choice, where the game asks you for some input, but your choices does not really matter. This creates interactivity, but I usually feel a bit cheated if the game was presented as having impactful decisions.
3) Short-term choices that affect things like outfits, how the sex scenes develop, include/exclude certain fetishes, but does not really impact on the story in a meaningful way.
4) Choices that affect the ending, but besides minor changes to the dialog, not really the path the player follows through the game.
5) Decisions send the game down branching pathways. I get the idea this is what most players want, but it can easily spiral out of control, is hard to implement properly, requires careful planning and a lot of extra work.
6) Sandbox games can be a combination of the above, but in addition the player has some freedom in the order of interactions. I also think this is hard to implement properly, especially if the various tasks/relationships are interlinked.
This is my first stab at a game, so I’m hesitant tackling the sandbox or full branching genres, but I would like to include some meaningful choices. What’s your opinion of the fourth option: decisions that affect the ending of the game, but not really how the player gets there? You might not get the feeling that your choices are impactful while progressing, but there will be different payoffs in the end.
Also, what would be the preferred way to communicate the impact of a decision to the player? A warning that the next decision is important (like DoD), or keeping the player in the dark (like Melody)? If you prefer hints, should the game tell you explicitly how the upcoming decision affects the ending? For example, “you can’t end up in a relationship with Girl A anymore”?
Any comments and suggestions would be appreciated.
1) No choice, like kinetic novels where you just click through the dialog and scenes. Also some games with proper gameplay, where interaction is created through combat and/or puzzles, but the story follows a linear path.
2) The illusion of choice, where the game asks you for some input, but your choices does not really matter. This creates interactivity, but I usually feel a bit cheated if the game was presented as having impactful decisions.
3) Short-term choices that affect things like outfits, how the sex scenes develop, include/exclude certain fetishes, but does not really impact on the story in a meaningful way.
4) Choices that affect the ending, but besides minor changes to the dialog, not really the path the player follows through the game.
5) Decisions send the game down branching pathways. I get the idea this is what most players want, but it can easily spiral out of control, is hard to implement properly, requires careful planning and a lot of extra work.
6) Sandbox games can be a combination of the above, but in addition the player has some freedom in the order of interactions. I also think this is hard to implement properly, especially if the various tasks/relationships are interlinked.
This is my first stab at a game, so I’m hesitant tackling the sandbox or full branching genres, but I would like to include some meaningful choices. What’s your opinion of the fourth option: decisions that affect the ending of the game, but not really how the player gets there? You might not get the feeling that your choices are impactful while progressing, but there will be different payoffs in the end.
Also, what would be the preferred way to communicate the impact of a decision to the player? A warning that the next decision is important (like DoD), or keeping the player in the dark (like Melody)? If you prefer hints, should the game tell you explicitly how the upcoming decision affects the ending? For example, “you can’t end up in a relationship with Girl A anymore”?
Any comments and suggestions would be appreciated.