![]() I would say that many times these are just the result of ambitious game designers who know how much of a hell creating and implementing branching stories is, but still want to explore these realms of narrative design. Then the new path might merge back to the tree, or if might follow a new path that keeps on branching with new variations dependant of subsequent choices. Your choice produces a variation in the story that’s closely dependant on the choice, so a new branch emerges from the trunk of the story tree. ![]() Is this the most memorable experience? Is this what the player was waiting for? I think many times the developer doesn’t even care, and the presentation of choices was just a stylistic choice. I would say in these cases, the player very often understands that their choices didn’t make any impact. Your choice doesn’t make any impact in anything that happens after the choice is presented, beyond, maybe, a validation text line. Based on the level of that impact and how that dictates what’s the content delivered by the game, we’ve had something like: Then, the choices you make are expected to make some impact in the following scenarios, either in the way the story and characters progress, or just in the immediate player experience. Variations in the plot are not expected, but as interpersonal relationships usually develop along a story, these might be intertwined at some level. Here the player chooses how to interact with the other characters (what to say, how, and to whom).
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