Progress 29 Dec 2024
This week, Mortze did the script for the images he did last week. I edited the text and coded the pages up. We've been in the various paths through a major scene for a while now, and I think we're about to head to someplace new. I don't have a feel for how far into the episode we are, though. Only Mortze knows that.
I've been playing a lot of Baldur's Gate III recently (it's fantastic), and I'm finding it interesting to see this AAA game give the same sort of "Roleplaying dialog choices" that we often see in VNs. That is to say, they're choices that don't really affect the story and maybe just change a few lines of dialog. Like, when I save someone I have the choice to say, "Happy to help" or "You're going to pay me now, right?" I really enjoy this, because the choices let me decide how I would react in that situation. But, when I've created such choices in my games, I've gotten feedback that people don't want "meaningless" ones.
So, how do you feel about Roleplaying Choices in your VNs? If the choice doesn't impact your chances of getting to the next sex scene, do you think they're a waste of your time? Or do you enjoy choosing how "your" character would react?
Tlaero
Comments (11)
I've been playing Life is Strange: Double Exposure which is practically a visual novel except in 3D where you have to walk from location to location. The plot feels like a Elsa-Verse game without the sex scenes. It distinguishes between meaningful and simple choices by presenting them differently. Simple choices are simple drop down menus, that don't change to plot significantly, while meaningful choices are split the screen in two with large labels and warnings that "Your choice will have consequences".
That's an interesting idea. Thanks Ari! --Tlaero
Hello, Tlareo and Mortze 👋🏻. Hope you both are having an amazing time during these Holidays! As for the questions. No. I don't think they're a waste of time. I like to save before making a choice and go through all choices and watch how the scene plays out first, and then I'll reroll and choose the one that I like best. Unless I'm playing a certain path or character. Then I'll choose the choice that I think best fits my character and narrative.
I don't like those meaningless choices. They often should at least alter the way people react to you in the future, verbally, but also action-wise. Like if you are unkind, you get not to talk with the nice lady, but you can threaten the robber instead. It does not beed to be sex related, but just changing some few, directly following lines feels boring. A better way would be if I could only choose some way to answer based on my character. But then, the designer has to be careful not to throw the player onto a fixed path like: You answered rude once, now you lack all the kindness-point you need to react nicely and will never get any more kindnesspoints.
Don't care much for cosmetic choices, unless they're comedic in nature. If the story continues the same way whether you choose to be direct or sarcastic, it's an irrelevant choice in my eyes. And if it does affect the future, then you're doubling up your work.
I like to "save scum", before all choices, and explore all the branches. This allows me to, hopefully, discover all the content and not miss out on any interesting conversations, and opportunities. There is not enough time in the world to explore all the options, through multiple playthroughs, in long games like this without save scumming. Especially for old fossils like myself. As for long VNs, the same applies. Choices that have no impact until the end of a long novel, are not my favorite. I like to have some idea of where I am going, in a long virtual novel; otherwise it's like driving and making random turns. You may end up in countries you have no interest in going to, multiple times, on successive trips.
I do a modified strategy of yours, if the game is worth it: I play some playthroughs trying stickibg to a path or a set of mind (horny, honest, slutty, ...) and only when the game is completed and I did my runs, I do one or two of your runs, maybe even with a walkthrough.
As someone who plays games similar to Baldur, I do prefer those choices. I like to make choices that I know or feel it is something I would probably say no matter the outcome.
I like those type of "personality" choices, even if they don't impact the game. It makes me feel like the character is "mine".
I like being able to tune the MC's personality, but especially if it has a noticeable impact on the other characters. One of my favourite mechanics in any of your games was how the MC's personality affected Elsa in DwE.
I like those sorts of flavor choices.
