Please stop hijacking my thread. Take it somewhere else.
Thanks for the (on-topic) replies. A lot of interesting ideas have been mentioned, and I'm glad I'm not the only one with this problem.
The central issue can be summed up like this: The user is not interested in the story YOU want to tell. They are interested in the story THEY want to hear.
If I understand this correctly, this is speaking to an author. I totally agree with this, and I think it's very true. I think for me, it comes from having the mindset from an IF. In an IF, "you can do anything" (within the author's constructed bounds). So, its annoying that I can't "do anything," and that doing something outside of what the author wanted gives me an unsatisfying ending. (I realize this happens in IF, too.) Perhaps in IF, I can't see the boundaries as clearly as I can in a VN.
Apparently the advice given to writers: "Start with your ending, then work towards there" does not apply to multi-path visual novel scenario writers. These writers have the benefit of foresight / hindsight, but they forget the player does not.
Actually, it still could. Plan out the endings you want, and then, from the beginning, plan how the story could make it there. I do think that authors forget that their players may not think like they do, but I realize that attempting to predict what a player will think of a choice, or the game, is difficult and time-consuming. I guess I just wanted to make game makers aware of how other people might perceive their games.
Because what happens is that when you arrive at a choice, you no longer think what would be a good one for the story/environment - you think what would be good to get to the good ending (with a certain character).
Monele's first paragraph shows the problem as well. Too many players just want it THEIR way a bit too much. And I've already heard the term "servicing" the game, rather than designing it.
I don't know what you're assuming about me, but when I play, I try to "role play" to pick the choices that seem to fit the story. The satisfying ending should follow naturally from playing the game logically. My problem is that it never seems to. Why should I have to read your mind? That's rediculous.
Why is it wrong to want the game my way? That goes along with the whole open-endedness, doesn't it? I get to
choose where I want the story to go. I find it frustrating when my choices lead me somewhere unexpected or somewhere I didn't want to go. Again, it comes back to the mind reading, because the author's idea of what a choice means is different than mine.
I acknowledge that nothing will ever be perfect. But from the player's perspective, giving players story fragments and then choices, seems to
imply that the story should go the player's way. It would be nice, sometimes, if it would.
Finally, I understand that you have your story to tell. I'm an author, too. If it's so important to tell your story a certain way, why not just do a KN instead? I think an choice-driven VN should cater to the player.
Another thought: why do all endings that aren't the main ending have to be "bad"? Why can't there be multiple satisfying endings?