Makitatsu
New Member
- Sep 10, 2017
- 13
- 23
- 128
Long time lurker. Think this might be my first actual post outside of replies.
Longer time fan of the games we have here. Been thinking of giving it a go myself.
Only have the bare workings of an idea at the moment. More been focused on getting to know Twine as a potential engine.
Built a base character creation, time system, random event generator, map and am thinking about further systems.
Had a couple of questions for the community about preferences in regards to the protagonist of a Twine game, and any customization involved.
1. Do you prefer to have the choice of a male or female protagonist?
Kind of torn between adding the option, or just picking a single one. Played a number of games where you have the option, but outside of extremely text heavy games such as CoC/TiTS, most scenes tend to be written from a gender neutral perspective with chosen gender flavor text added in (from my experience) - which results in a lot of additional effort without much payoff (to me).
2. How in-depth do you like your character customization to be? Or, how relevant is it to your enjoyment of the game?
I know a lot of Twine games focus on customization, such as appearance or clothing, but similar to the above concern - sometimes it can be a lot of effort for not a lot of payoff. Some examples I'd highlight here are Friends of Mine and Course of Temptation. FoM has an outfit system were most outfits results in little to no change in scene or options (outside of some specific ones which grant access to a scene). CoT has one of the most expansive customization systems I've ever seen in a Twine game, but so much of it seems to have so little effect on events and scenes that play out. For example, every individual clothing item has their own stats that contribute to a style, and characters have style preferences - but with enough points in your skills, any limitations brought in by the style system can almost be ignored. Add to that, events barely acknowledge the style element.
I guess the reason for these questions is as much as I like diving into Twine and seeing what it can offer, I don't want to spend big blocks of time on building custom functionality that will ultimately be ignored, or even a hindrance (too many choices, too little payoff) to any potential player. If I do go ahead, this will be my first project so I'd like to gauge the community for what sort of foundation to any potential game I should go with.
Any responses are both welcome and appreciated.
Longer time fan of the games we have here. Been thinking of giving it a go myself.
Only have the bare workings of an idea at the moment. More been focused on getting to know Twine as a potential engine.
Built a base character creation, time system, random event generator, map and am thinking about further systems.
Had a couple of questions for the community about preferences in regards to the protagonist of a Twine game, and any customization involved.
1. Do you prefer to have the choice of a male or female protagonist?
Kind of torn between adding the option, or just picking a single one. Played a number of games where you have the option, but outside of extremely text heavy games such as CoC/TiTS, most scenes tend to be written from a gender neutral perspective with chosen gender flavor text added in (from my experience) - which results in a lot of additional effort without much payoff (to me).
2. How in-depth do you like your character customization to be? Or, how relevant is it to your enjoyment of the game?
I know a lot of Twine games focus on customization, such as appearance or clothing, but similar to the above concern - sometimes it can be a lot of effort for not a lot of payoff. Some examples I'd highlight here are Friends of Mine and Course of Temptation. FoM has an outfit system were most outfits results in little to no change in scene or options (outside of some specific ones which grant access to a scene). CoT has one of the most expansive customization systems I've ever seen in a Twine game, but so much of it seems to have so little effect on events and scenes that play out. For example, every individual clothing item has their own stats that contribute to a style, and characters have style preferences - but with enough points in your skills, any limitations brought in by the style system can almost be ignored. Add to that, events barely acknowledge the style element.
I guess the reason for these questions is as much as I like diving into Twine and seeing what it can offer, I don't want to spend big blocks of time on building custom functionality that will ultimately be ignored, or even a hindrance (too many choices, too little payoff) to any potential player. If I do go ahead, this will be my first project so I'd like to gauge the community for what sort of foundation to any potential game I should go with.
Any responses are both welcome and appreciated.