- Aug 22, 2021
- 500
- 453
To give an example why my approach is better:
Three weeks ago, I decided to roll up my sleeves and meticulously outline every single plot point and variable in Sacred/Profane for every route I plan to incorporate. And not even ten minutes ago, as I was mindmapping a diagram of how the variables connect, I had a breakthrough about the game's design. Spending time with one love interest increases your "desensitization" level. But there was no comparable stat increase for the other love interest. The game design was unbalanced. After chewing this over for days, making countless diagrams linking everything together in different ways, I realized the "concentration/focus" variable, which is necessary for unlocking one ending, could easily be tied into dating the male love interest. He's a hardcore Protestant. He has a strong Protestant work ethic. So his approach towards work rubs off on Sophie, giving her a boost to her concentration stat and balancing dating the two love interests and the flow of the routes as a whole. Now that I've come up with this idea, I can easily incorporate it into the writing from the very start.
That's the kind of insight you don't get if you release a game in thirty-minute chunks and end up stuck with a bunch of renders that prevent you from rewriting anything.
Three weeks ago, I decided to roll up my sleeves and meticulously outline every single plot point and variable in Sacred/Profane for every route I plan to incorporate. And not even ten minutes ago, as I was mindmapping a diagram of how the variables connect, I had a breakthrough about the game's design. Spending time with one love interest increases your "desensitization" level. But there was no comparable stat increase for the other love interest. The game design was unbalanced. After chewing this over for days, making countless diagrams linking everything together in different ways, I realized the "concentration/focus" variable, which is necessary for unlocking one ending, could easily be tied into dating the male love interest. He's a hardcore Protestant. He has a strong Protestant work ethic. So his approach towards work rubs off on Sophie, giving her a boost to her concentration stat and balancing dating the two love interests and the flow of the routes as a whole. Now that I've come up with this idea, I can easily incorporate it into the writing from the very start.
That's the kind of insight you don't get if you release a game in thirty-minute chunks and end up stuck with a bunch of renders that prevent you from rewriting anything.