GingerSweetGirl
Engaged Member
- Aug 23, 2020
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Part of the problem with AVGs is that there seems to be no middle ground between a linear kinetic novel and a wide-open choose your own adventure. I think most people here would agree that a pure kinetic novel is not suited to a gaming format. Unless you're offering something else to game-ify the novel, a strict linear story will probably have a difficult time finding an audience. So that leaves us with multi-choice games with branching stories as the only viable method of building an AVG. But the ways that people play those games are so wide ranging that it seemingly becomes a nightmare for devs to manage expectations. The way people self insert into these games (and I don't mean that as an insult) is truly fascinating, but once that happens I think devs enter a lose-lose scenario. If the story that Bobby wants to tell always includes Katheryn cheating, then that will conflict with players that self insert and want to play a version of the game where that doesn't happen. They aren't playing Katheryn as an independent character, they're playing her as an avatar of themselves.Forced content never works unless you're running a purely kinetic novel (and then it's expected). If choices are offered, then they need to influence how things play out in the future. Others will disagree and that's fine.
Mixing choices with forced content to override choices never works well, IMO. If you intend to force content counter to the choices I made, then just don't offer me choices at all. Call your product kinetic and we all will understand that.
How does a small dev team balance the implementation of meaningful player choices without development time spiraling out of control, while also delivering a coherent story? To me, that requires canon events that the player, no matter their choices, cannot avoid. Now maybe the way they arrive at those events can vary depending on previous choices, but those canon events like Katheryn cheating are still going to happen. If those canon events are instead completely optional then we as players need to be prepared for a game that will never be completed because it will balloon out of control.
So while devs need to do a better job of managing expectations, I think players need to adjust our expectations. All of us here have been burned many, MANY, times by games that fell apart. It sucks. I think one of the best ways we can protect ourselves from that feeling is to adjust our expectations. Instead of playing a game and thinking "What would I, Gingersweetgirl, do in this situation", I find it's helpful to play the game from the perspective of the character. In this case we're playing Katheryn's story, and that story includes a painful chapter where she cheats. From here we'll see how her story unfolds and I, as the player, can help guide it but I don't have complete control over everything. If I can put myself in that frame of mind, I find that I enjoy games a lot more.