Saturday, February 22, 2014

Choices

Still deciding what sort of choices I'll be putting into the game, to separate the routes. While there probably won't be too many choices, just enough to 1) separate the story into the different routes and 2)let me and my programmer test how to implement the story branches, and 3) practice making the choices fit into the narrative and the tone of the story. From the visual novels I've played, there are two main types of choices. The first type just provides the player with a random action--such as choosing which path in a forest to take--which will have unforeseeable actions. The second type contributes to the message of the story; it has moral weight, and sort of has a "right or wrong" dichotomy going, in order to match up with the message that the story's trying to convey.

If possible, I'd like to put both types in. I'd like to convey an atmosphere where people can make honest mistakes, not so honest mistakes, suffer for said mistakes, and occasionally learn from them enough to salvage something good out of the mess they make. In Constance's case specifically, it'll mostly be whether or not she can stand both Geoffrey and Elliot's frankly appalling behavior without losing her temper and doing/saying something she regrets. Nobody here's really aiming to be the pinnacle of good conduct, unfortunately. 

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