![]() A popular example of what i mean is the wayhaven series. Ok this might sound a little nit picky/odd and its more of a stylistic thing really but i want more games to actually have their dialogue options written into the scenes. If you don’t mind constant quizzes over crap that happened before, and don’t mind having your MC’s emotions determined by the author regardless of the choices you make, then you will likely love it. I won’t get into specifics because I don’t want to start a war with fans, but I will say this: if you want agency, this is not a game you will like. Any choice your MC makes means nothing and is ignored if it differs from how the author feels the character should respond. What you were saying about letting the player shape the character after the story starts does not happen in SoH. Where I have a problem is having my MC forced into feeling a certain way, no matter what. ![]() I think the author is pretty good at that, actually. I don’t tend to like flowery writing in the respect of describing landscape/surrounding areas (I don’t care unless it’s relevant), but I do like writing that explores the characters’ thoughts, emotions, motivations, etc. This is coming from someone who absolutely loathes SoH, so take it for what it’s worth… What is it’s writing style? I’m a heavy-flower lover so if the writing is too dry it won’t appeal to me, I keep debating picking up the Samurai of Hyuga series by the way. I just wish I had someone to talk to, exchange information to and maybe develop our stories. So the choices of “I joined because it was that or jail” or “I joined because I couldn’t join the army” actually have far more meaning rather than being something to set a stat or to have a two-line throw off in the next book. It would give a richer RP experience, make the MC less bland, and give the chance for multiple playthroughs just based on character past. It provides a deeper history for the MC with a more set character base, gives the player input into the MC’s history and what got them where they are, while also allowing the author to keep control of the story. The choices themselves would result in set histories for the characters, but also give a chance for a few different branches for future books (since this is a series) where the MC’s past either comes back to bite them or, for the innocent ones, someone from their past pops up and helps to give a clearer picture of that past.īy doing the above then other choices make more sense (example: the one about “I fired a gun before and have no trouble doing it again”). In Wayhaven, it could’ve been an equal number of choices, ranging from an extremely innocent/backwater type history (someone who never left the town until they went to the Police Academy) to a darker backstory (where they got involved in some shady shit after leaving the town then came back to escape it, hide, whatever) and a few in between. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |