- Oct 24, 2018
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The player should always be given enough hints to make educated guesses at every choice. Randomly meeting someone on a choice that has no logical reason why it is THE deciding moment that starts a route might seem like the 'realistic' option, but its a shitty game design and a massive waste of everyone's time.honestly I would be pissed too if I completely missed meeting an LI because of a seemingly irrelevant choice. It's just bad choice design. Meeting them shouldn't be locked behind bullshit like that. Afterwards it's up to the player if they want to pursue them or not as it should be.
Picking between blue, or red in CH1 and then 4 chapters later one of the choices ending in game over, with the only logical connection being 'sometimes people get killed/choice have consequences, butterfly effect bs' is bad game design, ask anyone that studies it. Or ask anyone that plays videogames how fun it is to spend 40h in a playthrough and then find out you missed something minor at the start that completely cancels entire storylines for you, with characters that you actually liked when you saw them, but for no reason whatsoever, this one minor thing is the only way to progress with them.
100% it was the case of the yellow lemonade problem with Kimberly. There was no rhyme or reason why she gave you her number only when you met her with Zeke, outside of the dev artificially creating routes. Its a lesser offence with Riley, but again it feels like a forced route, probably to also keep unpopular character Zeke around the storyline.
tl, dr The player should always be given enough context to make educated guesses on decisions. I say this as a completionist, games should never cater to players like me that just restart and make different choices, I bet 90%, or more of AVN players only play one save and then come back next update and continue the same save again. Have you forgotten how many ask for save files? Or unlocked gallery?