Making Games more Interesting?
Would you believe I'm having the exact same problem?...Being semi proficient in python, writing, and most art/music development, I decided to try ... to make a <visual novel>. The only problem I'm running into ... is I can't seem to wrap my head around the multi-path portion of the medium and keep it interesting. I decided to write straight-forward separate stories for each path and then intertwine them through choices, but I can't seem to make any meaningful conflict beyond the first few chapters.
-- It's one of the reasons I've been looking into other text based games, such as Choice of Games and also, Echo Bazaar, and Night Circus, created by FailBetter Games to see what makes those games interesting to their players.
According to what I've seen, Choices are fun all by themselves, but the key appears to be RISK, or Cost to the player. It isn't merely that their choices Cost them turns, or points, or time, or whatever, but that that their choices invariably Close Doors while Opening others.
Technically speaking, a Choice triggers a minor Adrenaline rush; similar to what Gamblers feel. Then, once the choice is made, their choice brings the emotion of Loss. "I chose this, now I can't choose that." The game designers seem to be pushing this Rush even harder by making the RESULTS of their choice both a Gain AND a LOSS --not strictly a Gain-- which is Interesting, or more accurately: Frightening, which also triggers an adrenaline rush.
Pattern
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Choice A = Risk
Choice B = Risk --> Loss + Gain --> New set of Choices
Choice C = Risk
Unfortunately, that's the sum total of what I've come up with so far. I haven't figured out how to APPLY this knowledge in a game. As soon as I do, believe me, I will post my findings.
Truthfully? I don't think your Characters are the problem. I suspect that it's what's happening TO your characters, and what the characters choose to DO about it that's the key.Thinking maybe it's my characters I've poured thousands of words and quite a few hours into character development, but no matter how distinct they are, conflict and suspense are either not believable or just plain boring and/or cliche.
For example, FailBetter Games, and Choice of Games both use Character choices at the very beginning, but this is only to create a sense of Player Immersion. All the choices following those are EVENT choices. "What will you (as this character) DO in This situation?"
This means that your first instinct --fix the plot-- was Right.
I also realized that what made these games interesting to me; what made me even want to play them, was the SETTING. Where the story is taking place: in a horror fantasy London, on a pirate ship, in a Dark Carnival... In other words, what drew me to these particular games was the idea of Exploring a new environment.
But that's ME.
-- I don't know how true this is for others.
One game in particular did use Character as a point of interest: Choice of Dragons. This game was entirely Character Choice, but it fizzled out on me --it got Boring-- after a while.
Out of sheer curiosity as to why this happened, I broke the game down to a list of what I was choosing and what my decisions led to. It was then that I realized that it didn't have enough EVENT choices to keep me interested. Yes, I was a big fire-breathing dragon, but there just weren't enough things to DO as a fire-breathing dragon. Seriously!
This led me to the conclusion that Event Choices were the key to making a game interesting.
-- However, again, I don't know how true this is for others.
Rather than focus on your characters, I suggest focusing on the Events that happen to those characters. Make the Choices on how the player wants to handle these events interesting, and you will make the Game interesting.My question is ... is there a way to make (real-life) characters more dynamic and interesting without plain going over the top or adding "the end all be all conspiracy/world destruction" element just to make realistic interesting? ... Making believable and interesting interactions between average characters in any-town, anywhere is proving to be a difficult task, even with a curve-ball thrown in from time to time.
My suggestion would be to start by making a List of interesting Events that could happen to your characters in such a setting.
Mundane World examples:
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- a mugging
a robbery
a seduction from someone unexpected
witness to a criminal event
witness to a romantic event
a job offer
getting fired
hunting for a home
a troublesome lover
a troublesome sibling
a troublesome pet
a troublesome roommate
a troublesome neighbor
a new friend with a Dark Past
a new lover with a Dark Past
a parent with a Dark Past
a Boss with a Dark Past
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Okay! That's the sum total of my knowledge in these areas.
-- What about you guys? Do You have any advice?