I don't think this approach would align well with my game. To be honest, the story I'm developing is going to be pretty dense. So introducing choices throughout the game would only complicate things for players interested in exploring multiple endings. Based on my own experience with Henteria ch 2, I played through all the endings because I had a choice in the end. If I had to replay the entire game to see a different ending, I wouldn't have. So, It will be much more convenient for players to have the ability to make that decision at the end. After all, most people won't want to play the whole story again with just a few changes (because the story will be linear) to see a different ending.The branching of the plot can be done in different ways. If the results of the selection will affect only small changes in the dialogues and completely change only a small number of scenes where you can not do without it, then the increase in complexity will not be very large, since most of the game will remain linear. You can count special plot points in events and choises, this will also simplify working with a branched plot. Even with this approach, it is possible to make many endings with a wide range of possible outcomes.
The game will have a "true ending".Personally, I don't like having multiple endings, but I get that people like different things. So multiple ending as long as its not too complex is bearable.
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