FatGiant
Conversation Conqueror
- Jan 7, 2022
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I so wish I could still play your game.That's the concept i choose as well keeping on the track, with some light deviations kinky wise, but the main story remains the same.
Peace
I so wish I could still play your game.That's the concept i choose as well keeping on the track, with some light deviations kinky wise, but the main story remains the same.
Let me get to your pm ^^I so wish I could still play your game.I already told you all there is to say about it, but, I still feel the loss you know.
Peace![]()
What do you guys think of the following expression?
"Gameplay is the death of story."
Mostly agreed, unqualified exceptions above.I partially agree with your point of view. Grinding, as long as it has a clear purpose, has the proper reward, and gives the player a feeling of completion or satisfaction, can be present in a VN/game within a reasonable amount (even if that ends up being a couple of hours).
I enjoy "having to earn" an accomplishment or having to "work" to get something from the story, as long as it has meaning to the story itself.
I feel the same, and I would even go further and say that to me, the experience of the story gets watered down for each playthrough, and therefore I avoid it. The emotions I felt first time I played will never come back when I play a different route, and the memory of the first route turns into a meh.What I mean by that is, I play ONE branch. If they are all interchangeable, all planned to give you closure and satisfaction, it really doesn't matter which one you choose. I don't get MORE game by replaying, I get the same, just again and again.
What would be your favorite style, as a developer? Setting the players/readers aside, which one would you say you enjoy working with more?I struggle with this in my games. It's certainly true that player choice impacts story. If nothing else, player choice either shortens the story or lengthens development time. There are a lot of ways to tweak the impact of player choice on the story, but each of them has pros and cons.
The thing that many people here on F95 want is the original "Choose your own adventure" (CYOA) style, where each choice is a branch that goes to a different ending. In this style, your choices matter but this is hands down the most costly on the story scale/choice scale. One branch cuts the story length of every branch in half (or makes it take twice as long to develop). Two branches on a path reduce the story length to 1/4. Three to 1/8th. Etc. There's also the fact that you're really telling multiple independent stories, which begs the question, why not just separate the branches into multiple games?
Another method is the "Mass Effect" style. There, your choices affect individuals (Allies, LIs, etc) but not the overall story. The Reapers are coming regardless of who you romance. This isn't as expensive as CYOA but people complain that their choices don't matter. And, depending on how many LIs you add, it can still be really expensive. If you have 9 LIs, then, roughly, every time you go to make a sex scene, you've got to make 9 of them. Again, you're either going to have shorter/fewer sex scenes, or they're going to take 9 times as long to create.
And, finally, there's the "Persona" style. In the Persona games, very few of your choices have any impact at all. They're there for Roleplaying purposes. You can be a jerk or nice, and the LI is going to fall for you, but you get to act the way you want to. This is, by far, the least costly for a dev, but many people will complain that, if the choices don't matter, why have them at all?
Of course, there are a ton of variations on these three styles, but they tend to be intermixes of those three.
(You could say that where there are "wrong" choices that lead to a game over is a 4th style of choice, but I'll argue that those aren't "player choices." They're really a test.)
I've done games in each of these styles and had a mixture of love and hatred from players for each of them. I haven't found a style that everyone likes.
Tlaero
I'm a writer and a storyteller. It's rare that there are two (or more) equally good stories to tell for a given situation. So I definitely feel that giving players choices hurts my ability to tell the best story that I can. I prefer to limit the choices as much as possible. I don't mind roleplaying choices, and I like the "test choices" (the 4th style I mentioned above) because I feel that what makes a game a game is the ability to fail. But, if I had my druthers, I would highly limit the number of choices.What would be your favorite style, as a developer? Setting the players/readers aside, which one would you say you enjoy working with more?
To me 1 st person is more immersive in a wayA little question.
you all use first or third person?
Yeah i feel like i made a mistake doing my game in third person.To me 1 st person is more immersive in a way
People have different preferences some prefer third some first you should do a poll on your Patreon or hereYeah i feel like i made a mistake doing my game in third person.
TellTale Games creating the Walking Dead Series is notorious for false choices particularly for the ending episodes (characters dying). What usually would happen is that the other character would die in the next episode anyways and so the story didn't change dramatically enough (also now you dont need to deal with increasingly complex scenarios of some characters living vs others not and having to recreate a scene for every version of the alternative universe).The thing that many people here on F95 want is the original "Choose your own adventure" (CYOA) style, where each choice is a branch that goes to a different ending. In this style, your choices matter but this is hands down the most costly on the story scale/choice scale. One branch cuts the story length of every branch in half (or makes it take twice as long to develop). Two branches on a path reduce the story length to 1/4. Three to 1/8th. Etc. There's also the fact that you're really telling multiple independent stories, which begs the question, why not just separate the branches into multiple games?
Another method is the "Mass Effect" style. There, your choices affect individuals (Allies, LIs, etc) but not the overall story. The Reapers are coming regardless of who you romance. This isn't as expensive as CYOA but people complain that their choices don't matter. And, depending on how many LIs you add, it can still be really expensive. If you have 9 LIs, then, roughly, every time you go to make a sex scene, you've got to make 9 of them. Again, you're either going to have shorter/fewer sex scenes, or they're going to take 9 times as long to create.
Tlaero
In most of my games, I use 2nd person present tense. "You look down at your glass and sigh."A little question.
you all use first or third person?
Yeah i will do it next week.People have different preferences some prefer third some first you should do a poll on your Patreon or here
Instead of answering, I'll ask a favor of you all.A little question.
you all use first or third person?
I will have a look as soon i finish shooting Kurt scenes, doing it right now ^^Instead of answering, I'll ask a favor of you all.
12 years ago, a friend (that passed away shortly after) bugged me incessantly to put some of my stories online.
I didn't want to, still don't, but, accepted to make them happy (they were already terminal at that point).
So, I did, I put 3 short stories on a blog. Calling them short stories was a provocation to my friend, they aren't short, because they aren't but the introduction to a story. They wanted me to put some of my work on display, I did exactly that, "some of it". Yeah, we were mean to each other.
If you want to know what voice I use, take a bit of a read... You'll see pretty soon.
You must be registered to see the links
Peace
P.S.: Please understand that I am completely self-taught in English, don't judge me too hard.![]()
There's a lot of talk about immersion around VN's, but to me it feels exaggerated. My fantasy can put me in the shoes of the MC whether they called "I" or not. Something I find it especially silly is when all the renders deliberately cuts out the MC's face, all in the name of "immersion".To me 1 st person is more immersive in a way