Help with multiple endings?
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- Dylan_Bain
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Help with multiple endings?
Ok, i didn't know what to call the title of this post, so I want to clear something up. I do know how to add multiple endings in Ren'py. That is not what I am not sure about.
What I am wondering is how to make the player get a sense of whether they done things right or not. I am going to have 1 canon ending and at least two wrong ones.
How can I make the player feel they have done something wrong without telling them on the spot?
I was planning on doing something like having a story page in the main menu. Each time the player finishes the game their 'story line' will be unlocked there. I could then encourage the player to try and unlock all of the endings.
Would this work?
Dylan_Bain
What I am wondering is how to make the player get a sense of whether they done things right or not. I am going to have 1 canon ending and at least two wrong ones.
How can I make the player feel they have done something wrong without telling them on the spot?
I was planning on doing something like having a story page in the main menu. Each time the player finishes the game their 'story line' will be unlocked there. I could then encourage the player to try and unlock all of the endings.
Would this work?
Dylan_Bain
Re: Help with multiple endings?
"How can I make the player feel they have done something wrong without telling them on the spot?"
One possibility is to have a variable called 'karma' and show the value after every choice the player makes. "Good" choices increase karma, and "bad" choices decrease it.
If you don't want to do that, word the choices so it will be apparent to the player which one is the bad one.
Another option is to show a screen that says "Are you sure you want to do that?" when the player makes a 'bad' choice, then give the player the option to make the 'good' choice.
From a player perspective, I don't like any of the options I suggested. I want to make the choice and take my chances with the consequences.
One possibility is to have a variable called 'karma' and show the value after every choice the player makes. "Good" choices increase karma, and "bad" choices decrease it.
If you don't want to do that, word the choices so it will be apparent to the player which one is the bad one.
Another option is to show a screen that says "Are you sure you want to do that?" when the player makes a 'bad' choice, then give the player the option to make the 'good' choice.
From a player perspective, I don't like any of the options I suggested. I want to make the choice and take my chances with the consequences.
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Poorly done hand-drawn art is still poorly done art. Be a Poser (or better yet, use DAZ Studio 3D) - dare to be different.
- Dylan_Bain
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Re: Help with multiple endings?
Thanks for the suggestion! I quite like this idea, actually.fleet wrote:"How can I make the player feel they have done something wrong without telling them on the spot?"
One possibility is to have a variable called 'karma' and show the value after every choice the player makes. "Good" choices increase karma, and "bad" choices decrease it.
- octacon100
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Re: Help with multiple endings?
You could always go with the Telltale way of doing that by saying "[Character] will remember that" which is pretty ambiguous about whether your choice was correct or not.
- teacup
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Re: Help with multiple endings?
If you've ever played the game Catherine, they did something like this.Dylan_Bain wrote:Thanks for the suggestion! I quite like this idea, actually.fleet wrote:"How can I make the player feel they have done something wrong without telling them on the spot?"
One possibility is to have a variable called 'karma' and show the value after every choice the player makes. "Good" choices increase karma, and "bad" choices decrease it.
You're presented with choices and when you choose, a meter pops up that shows you whether your choice was good or evil.
(Towards blue/angel for bad, towards red/devil for evil). It was an easy way of showing which ending you're headed towards in the game. Definitely not very subtle, though. ^^;
- Dylan_Bain
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Re: Help with multiple endings?
I like this idea... only I don't know how I would incorporate it in a vn. I think I will stick to the idea of having an ending-screen in the main menu or something so the player can tell when they have unlocked all endings and how they have done it.teacup wrote:
(Towards blue/angel for bad, towards red/devil for evil). It was an easy way of showing which ending you're headed towards in the game. Definitely not very subtle, though. ^^;
- Tyrantauranox
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Re: Help with multiple endings?
Just my opinion, but I dislike having right or wrong endings in a game. I'm not a fan of blatant good/evil meters, either. I want the ending I reach to be the just as "right" as the others.
Re: Help with multiple endings?
If you want it done subtly, I think that just matters on the story -- you could make it clear after choices, like the reactions of the characters or the after effect of the choice being pretty negative. Or you could bring up the choice the player made a tad later on in the story, to show that it was a good/bad idea.
- Dylan_Bain
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Re: Help with multiple endings?
For many games, I believe this would be the appropriate approach. I am not going to put less effort in or anything for the bad choices, but the due to the style of game I am making, I feel it is important to have dramatically different endings.Tyrantauranox wrote:Just my opinion, but I dislike having right or wrong endings in a game. I'm not a fan of blatant good/evil meters, either. I want the ending I reach to be the just as "right" as the others.
Yes, this could work. In the menu, I was planning on having a 'story screen' type thingy. This would basically display all of the endings you have unlocked, and show how you got there (due to what choices).LPRe wrote:Or you could bring up the choice the player made a tad later on in the story, to show that it was a good/bad idea
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