Подтвердите e-mail

Для публикаций, комментариев, реакций и сообщений подтвердите адрес.

Публикация

This is a great article about choice in games, and I'll add my one bit of craft: if you ask the player what color their eyes are in chapter 1, and then mention their ${eye_color} eyes in a mirror in chapter 4, people will think you're amazing, they'll treat you like a damn mentalist.

Bruno Dias

New blog post (and sliding into email subscribers' inboxes too, I have not forgotten about you). About "that talk" at Narrascope; the application of choice mechanics in games; trying to rescue some context. azhdarchid.com/you-must-fre...

Обсуждение

2 прямых ответов · 6 сообщений

It's the easiest trick in narrative fiction and offers a weirdly outsized reward; I swear half of my success is just creating variables to track what you drank during your first meeting with the villain and having him serve you the same drink five chapters later, or whatever.

Ответ для Kyle Marquis

This is actually in opposition to including mechanically meaningless choices in most games. Those fully meaningless choices don't do much. Minor choices that the game reacts to when the player can barely remember making them maximize player-excitement-bang-for-programming-buck.

Ответ для Kyle Marquis

Stardew does this to maximum effect, having you enter your "favorite thing" and then bringing it up like dozens of hours later if you do a specific thing

Ответ для Kyle Marquis

this is such an interesting topic to read your thoughts on. those subtle flourishes of flavor text work incredibly well; it’s delightful to encounter clever prose riffing on an otherwise insignificant choice made earlier in the narrative.

Ответ для Kyle Marquis

I've had multiple people say to me things like "Wow!! I love how the character's inner monologue changes based on what they've experienced before!!" and it's just a score that increases when you make certain choices and then variable text based on that score. People love seeing their choice in play.

I loved the way Rogue Trader did it where it would tell you what choices led to a particular event happening. Sometimes it's big stuff like an alien attack and sometimes it's just how a random NPC addresses you, but it really makes you feel like every choice matters