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Right and Wrong Choices (Dev Perspective)

🕑 Added 2023-07-05 11:37:02 +0000 UTC

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Steamberry Studio

Yeah! Only about 40% of my players deliberately try for the tragic endings (based on popularity surveys in the past.) But I do notice that people attribute risk and reward with meaning. So no risk means less important rewards. Which means that they feel their choices don't matter. It's a really interesting dynamic and it's one of the reasons I get frustrated when people say VNs don't have "gameplay" or say the "gameplay" is just "clicking choices." It's obviously more complex than that - both how choices are used and how players engage with them.

Meredith Carr

As someone who has designed a game, I am always fascinated by the voices devs make. Mine was a war game which is very different but I see a lot of the same challenges. I play games like yours and I’m always trying to get the perfect romance endings. I play the game with a consistent personality though, and sometimes that means a different result. I never try to get a tragic ending, but it happens. I don’t like them, but without them I don’t enjoy the game. I like the potential of risk of not getting my desired ending. Regarding Changeling, I could it more challenging to reach my preferred ending than in Gilded Shadows. I did do the other endings for Carissa because I wanted to fully explore the option with him. One I get all my desired endings, I stop. I’m not a completionist. I wish I could have gotten all the CGs, but I don’t want my last plays to be a bunch of tragic endings. (Ok, too long).

Steamberry Studio

A lot of people don't play the tragic endings - which I think is totally valid. But as a game developer, when you are creating multiple paths through a game, it means you aren't usually looking at them in terms of the correct path or the incorrect path (or even good/bad, happy/sad). You're often just looking at them as Path 1 and Path 2. I think that really can impact how our choices are positioned in the narrative. The "problem" (it's not really a problem per se - just a misalignment) comes from forgetting that players see things differently! Thinking about things like this really helps me re-configure my dev brain so I can remember that players and devs look at games with different lenses.

Steamberry Studio

I have a whole write up on the point of choices in VNs and different functions they have. They definitely are not always meant to be world altering (actually most VNs only have a couple of world-altering choices in them because that's just not the branching structure VNs use!) It's a whole topic! @_@ LoL

Sarah

My therapist always points out that things aren't "good" or "bad" and saying "shouldn't" implies that there is inherent wrongness in what was done. And, if you say you "should've" done something, you are implying that not doing that thing was wrong. Whether someone likes or doesn't like something based on how they interpret it, is one thing. But good and bad are lazy terms that people use to imply right and wrong when really they just did or didn't like it. (some things are wrong like abuse obv). I personally always play to get a happy ending, but I like characters to struggle and grow as people to get there. I understand that a tragic or neutral ending is a completely valid story, but it isn't the type of story I want to read because I have enough things making me sad usually. I like stories that warm my cold heart I guess (^_^) But that is just what I like, and it doesn't mean that someone else can't like an explosive/tragic ending :) I think an example of a game where I felt I could give my character a variety of personalities and still end up getting a romantic ending with a specific guy I liked (regardless of what personality I chose) was Reverie Ebon Light. Aggressive/fearless or charming/afraid or cunning/steady it didn't keep me from pursuing and attaining anyone I wanted but did change other aspects of the game.

Emily Belle

I was having my male partner try a VN demo I thought he would like (unfortunately, not yours although I've contemplated bribing him to read Jack's route). his complaint was that it seemed like the choices boiled down to, "do I want to see this content or not?" And that it wasn't world changing. He wanted a most choices to change the world in some way, but sans a very few games that exist where that is almost true (Detroit Become Human a AA game, Survival of Sarah Rose which 4 completely different outcomes just so far but is unfinished) I felt like he was missing the point of VNs in general? I'm going to have him read your dev log, this was so well time for he and I's conversation


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