Ozitiho wrote:E-night wrote:I don't usally like being locked out of routes, unless there is a really, really good reason for it. ...
This is true and a very genuine concern for me. I'm not at a stage in the project where I'd be comfortable discussing what it's about. However, on the topic of being locked out of routes for certain characters. I'm confident this can be done well and enjoyed.
One of my favorite VN's is Hoshizora no Memoria. (
https://vndb.org/v1474) Paths are chosen per your standard style. You know how it goes. Basically, being nice to someone or not... But for example in one path, another character was touched upon more in depth. For that reason, she didn't become available until after that path was taken. And then there was the girl who was related to the main character's back story and her path didn't become available until you've done every single other path first.
I can totally get where you're coming from... You dig a certain character, but in order to learn more about her, you have to do someone else's path first. There's definitely argument to be made that that is bullshit. But, if the order in which paths are unlocked are somehow important to the user experience, I'd say it's a good thing and makes you want to play the different paths more.
Did you ever play a game that made you feel like you had to do a chore before playing the path you wanted to?
Yeah, I did. I've played enough otome to run into the 'secret character you must unlock' trope.
For the most current example I am playing Heart no Kuni no Alice (I think that's what it is called) and terrible engrish aside, I'm having fun with it, but there is one character whose prolog (basically who Alice chooses to stay with) I can't unlock, because, as far as I have googled, I would have to play through another character who I'll never touch, I might soldier through the route at some point if I'm espically bored, but it would be a chore.
My personal rule of thumb is: "Does it makes sense in story that this route is not possible to do in the first play round." That is also why I forgave 999 (despite the clumsiness of it) because I could see why.
As a player I dislike being told "You must play in this way".
---
It is not that I don't see why developers do it:
- Pacing of the story
- Save the biggest revelations/plot twist for last.
But as far as I'm concerned,
and this is very personal, writers just have to think the storyplot twist in a way fitting for the medium which either mean:
A. Make a story that where the nature of a vn comes into play (ie a story where the multiple other routes possible existence is important for the story)
B. Make all routes equal somehow and write it so that they can be played in any order.
Again this is very personal. I just really, really dislike being told how to play and think when playing/reading a vn (The last one concerns books and movies too.)
P.s Sorry for the weird posting first. I hit enter by accident on my keyboard.
