- Apr 30, 2017
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For me, the purpose of giving options to the player is to give the illusion of control over the story with satisfying responses to certain situations. When the choices given are obvious binary win/game-over, it's not a choice at all, in fact the player is forced to act a certain way and while it's valid for the developer to act this way at times, giving a choice to the player only to force him to pick a specific one is not.Thank you a lot for your detailed comment. It was very helpful. One thing I'd like to know more about is the "Options galore" part, as it certainly made me think a bit extra about story telling.
Don't you find it fun to not know if an option is important or not? By limiting the number of options, it's very evident that each option is important. By having a lot of options, it may or may not be important, but it can widen the experience by letting your character express your own thoughts, adding to the immersion.
Or are you simply against options that leads to game over screens or will obviously have a negative impact that spoils the game?
In my upcoming game (Episode 1 is released for free next friday) I have a different system than most VNs, where all stats are hidden to the player, never to be explicitly revealed. In the end of each episode you will be given a relationship report on your choices and how NPCs feel towards you. This system calls for several choices to be made throughout the episodes and some of them definitely will be major as the story evolves, while others may not have any impact. For a player such as yourself, is that a system you'd dislike?
That is not to say every choice should be equally valid or have consequences, for me the simple fact that the MC is responding differently according to the player's choice is enough even if the consequences are only momentary reactions of the MC and the other characters.