@Alex81 = Your post sums up a lot of my thought process! I think you will like this game!
Franka wrote:Regular visual novel with a few paths is fine with me, but the closer it gets to a kinetic novel (no chocies), the less interested I become. My cloned cents.
I am not aiming for a kinetic novel, I definitely want to allow some liberty but since there are going to be some particular restrictions placed on the player character, the choices will all be through dialogue only.
kadakithis wrote:That said, I don't think choice makes shallower gameplay or stories. Some of my favorite games have tons of choices, while some of the most linear stories are fairly shallow just coming up with an excuse for the action.
I absolutely agree. I didn't mean that more choice automatically means shallow stories. I just think that in order to accomodate a vast array of control, the story quality can be the first victim. Take Kingdoms of Amalur for example. I LOVE that game for many reasons, namely mood and environmental immersion. The player can do ANYTHING, you have choice everywhere and in everything but the story suuuuuucks! Heck, I have played if for tens of hours and I can name you all the classes, maps and spells but I barely remember what the story is about.
kadakithis wrote:If our relationships are the only things changing it would be nice to have something similiar to 7 Kingdoms demo where you have rivalry, friendship, respect, and romance on 4 seperate scales. This makes non romanceable characters more important since winning someone's respect can truly be something you take into account and try to achieve.
That is actually a very cool concept. I don't know how well it applies to the game I'm writing though. It's a very particular context and it's very hard to ellaborate without spoiling.
kadakithis wrote:Also, I worry about the psychiatrist and the nurse scenario. 1 or 2 rivalries are fine, but arbitrary enemies can be just as immersion breaking as being able to befriend everyone. If they hate us for simply disagreeing at times, players might grow to dislike the characters and get frustrated. It would be a shame for a character driven story to have too many diametrically opposed companions, and thus prevent us from knowing and enjoying them.
I understand your concern. I can say this: you will have the option of making more than one NPC like/love your character but in the end, only one can be kept for romance. You can finish the game without anyone openly disliking you but you will not be able to get to the end of the game with everyone in your pocket. The NPCs are just too different. The context doesn't call for your usual cast of romance NPCs such as "the nerdy girl" or "the sports jock". Since this is an attempt at making an adult and grittier game, the NPCs will have certain traits that you usually do not find in a romance sim. It's very hard to be specific without spoiling anything.
kadakithis wrote:But I am ecstatic about the idea, and can't wait to see what you will do with it.
You and me both!!
I do not know if you guys are familiar with the concept of railroad games vs sandbox games but It all sums up to the idea that the game will be the antithesis of a game like Skyrim or Fallout. There will be zero exploration and you can literally NOT lose the game or get stuck. The only real, tangible choices will be how the NPCs relate to you, which will dictate which ending you get (5 different endings planned) and if you push hard enough with the NPCs who like you, you get a romance.
Note that there will also be puzzles
in that game and lots of them.
This however does NOT mean that the game will be confined to what your character says or does. There will be a LOT of peripheral contents such as lore and background development. Jack did not simply ask me to write a game, he asked me to create a world. If this game meets success, there will be more games in that world and they will not necessarily be visual novels. So try to picture this game as a quick journey of a few days in a world where a lot can happen.
Am I hyping myself? Possibly. I'd be a terrible writer if I wasn't excited about what I write!