- Jul 4, 2018
- 715
- 800
May I start off by saying what an amazing game, the renders are beautiful, the story is good and very well written. I do find in some of the scenes the text is difficult to read. (ive attached and example image) . Not a big issue but i just thought would point it out.Valid general concerns that I can't address without spoiling the whole plot. For what it's worth, Chapter 5 is supposed to feel like there are a ton of unanswered, burning questions left. All I can say for sure is that I definitely didn't take inspiration from CP2077 - I wrote out the idea for this plot a long while ago.
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Good! That's the goal of the ending. A big chunk of Act 2 is dealing with the ramifications of what's happened in Chapter 5. But for now...I wanted a big cliffhanger, so mission accomplished!Just finished Chapter 5 of this game, so caught up with the Dev again.
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Anyways, thank you for the game thus far, and now be awaiting Chapter 6.
Its great work, i love the cliff hangers ! well Done !Good! That's the goal of the ending. A big chunk of Act 2 is dealing with the ramifications of what's happened in Chapter 5. But for now...I wanted a big cliffhanger, so mission accomplished!
You opened up exciting new avenues for the story, which -- as you say -- raise all sorts of questions. Three observations and one plea:For what it's worth, Chapter 5 is supposed to feel like there are a ton of unanswered, burning questions left.
I agree with most of this comment, except this bit. It's really difficult to write a coherent, self-consistent and interesting narrative. Against all odds, Price of Power has managed that so far. But in most cases, player/reader agency is a huge threat to that. Pandaman, I think you should only consider choices if you are absolutely certain it won't weaken the story. Most developers can't do it, and not for lack of trying.My one plea is this: remember that it's crucially important to give the player a sense of agency within the confines of your narrative. [...] Players shouldn't feel captive unless they have placed themselves in that position.
I suspect that we actually agree. It _is_ extremely hard to write an internally-consistent and interesting narrative. But player agency should have little to no impact on the narrative... if it's done the right way.I agree with most of this comment, except this bit. It's really difficult to write a coherent, self-consistent and interesting narrative. Against all odds, Price of Power has managed that so far. But in most cases, player/reader agency is a huge threat to that. Pandaman, I think you should only consider choices if you are absolutely certain it won't weaken the story. Most developers can't do it, and not for lack of trying.
We do indeed, especially on the consequences of branches! And yes, P:T is a brilliant example of non-branching agency.I suspect that we actually agree. [...] Does that make sense?