- Dec 1, 2019
- 8,766
- 14,877
Absolutely.1. Give player more feedback/clues about where he is and how to progress.
Also "clues about things you know" would be welcome - once you've shown by some metric to be decided you know what a girl likes for a date give little pointers - in real life it may be two weeks until I next come around but in game I should just know by now.
Also more clues about the mindbending options. Yes, it should be "try around what works" from an in game story point of view. But in games with many options some tend to fall under the table, so players miss out on the possibility to reach content entirely. Think of how many players will use only fireballs in fights in RPGs. First spell you learn, it works, why bother with ice magic? At best a bigger fireball may take its place.
I'd be more in favor of - in the line of point 1 - help players find out about the stats needed. Making it a sequential progression in my eyes is the exact opposite of what you say, it gives less agency. "Just roam around until you hit the love score" works perfectly fine in many games and is nothing to sneeze at but this game had more. And after all: agency also is the agency to fail, or to run around for hours without achieving stuff. You don't want that so help the player find out how to avoid it. But don't take this agency.2. Don't create an overly complex matrix of triggers depending on myriad stats, just make it part of progression and let it unlock sequentially. Better yet, give the player more agency and make it less random.
I like me some randomness and also think it adds to the experience. Of course it needs to be done well. Prepare for an hour and then just roll a die? Annoying, to say the least. Hope that I will finally get the one scene during my job? Yeah, nice suspense. Generally the less accessible stuff is, the less randomness should occur.3. Really think hard about RNG and what purpose it supposed to serve. I don't want to assume bad intentions, but in most instances randomness seem pointless and almost always punishing, almost never rewarding.