What kind of choices do you prefer?
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- x__sinister
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What kind of choices do you prefer?
if you were playing a game, and some choices came up, would you rather them be vague or straight-forward.
For example, a vague choice my be: "... I don't understand" and then lead to a scene where the characters fight.
A straight-forward choice would be: "Argue with So-and-so".
Personally, I like the vague choices. I kind of think it fits a story better, but there are also places where straight-forward choices could break up the monotony, I guess.
For example, a vague choice my be: "... I don't understand" and then lead to a scene where the characters fight.
A straight-forward choice would be: "Argue with So-and-so".
Personally, I like the vague choices. I kind of think it fits a story better, but there are also places where straight-forward choices could break up the monotony, I guess.
- Aleema
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Re: What kind of choices do you prefer?
Hmm. I would say, "creatively-put" ... I wouldn't call it "vague", however. I think decisions should be clear so that the player doesn't make the wrong one. However, it depends on your writing style entirely. You can be as vague as you want as long as the options can be understood.
If you have to choose from saving or killing a character, I don't want the options to be, "Ponder the meaning of life," and "Think about pancakes." I want them to be, "Douse Billy with water to put out the flames," or "Cackle maniacally as he burns." Both have narrative in them, but manage to be straightforward about what action is being taken. I remember playing some games, I just simply couldn't understand what the two options even meant. For example -- and I hate to name games here -- in 'Elven Relations', the choice to turn on or off the battles didn't even register as that when I chose an option. So I had to go all the way into the options menu to turn it back on (since I couldn't rollback the decision), because the option to turn off the battles seemed logical for the characters, I can't remember ...
So I guess between the two options you present ... my personal preference leans towards more "Argue with so-and-so," unless there is a clear contradiction to "... I don't understand," like "That makes perfect sense." Unexpected things happen no matter how clear your actions are going to be. So if the characters start arguing after that, I can accept that, because that's life.
Otherwise, you're just asking whether people want first- or third-person decision choices. I don't really care if that's the case.
If you have to choose from saving or killing a character, I don't want the options to be, "Ponder the meaning of life," and "Think about pancakes." I want them to be, "Douse Billy with water to put out the flames," or "Cackle maniacally as he burns." Both have narrative in them, but manage to be straightforward about what action is being taken. I remember playing some games, I just simply couldn't understand what the two options even meant. For example -- and I hate to name games here -- in 'Elven Relations', the choice to turn on or off the battles didn't even register as that when I chose an option. So I had to go all the way into the options menu to turn it back on (since I couldn't rollback the decision), because the option to turn off the battles seemed logical for the characters, I can't remember ...
So I guess between the two options you present ... my personal preference leans towards more "Argue with so-and-so," unless there is a clear contradiction to "... I don't understand," like "That makes perfect sense." Unexpected things happen no matter how clear your actions are going to be. So if the characters start arguing after that, I can accept that, because that's life.
Otherwise, you're just asking whether people want first- or third-person decision choices. I don't really care if that's the case.
Last edited by Aleema on Tue Mar 31, 2009 6:04 pm, edited 7 times in total.
Re: What kind of choices do you prefer?
Actually I think it depends.
It is just like in real life, sometimes a choice is pretty straight forward: Should I ask girl A out on a date or rather girl B?
And other times chices are more vague. If I decide to take the train to work I might meet different people than on the bus. But I won't know before I do it.
It should fit with the situation given in the plot at the moment the choice comes up.
It is just like in real life, sometimes a choice is pretty straight forward: Should I ask girl A out on a date or rather girl B?
And other times chices are more vague. If I decide to take the train to work I might meet different people than on the bus. But I won't know before I do it.
It should fit with the situation given in the plot at the moment the choice comes up.
~Imagination is more important than knowledge (Albert Einstein)~
Just working on graphics for the moment... May start talking about my project once they are done...
Just working on graphics for the moment... May start talking about my project once they are done...
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Andrew
Re: What kind of choices do you prefer?
I prefer vague and unique choices that affects the visual novels. One of the things VN-makers should consider is to make their games interesting and catches attention of the player during the gameplay.
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Re: What kind of choices do you prefer?
I have to agree with Andrew. Vague questions make the player wonder if I choose this what will happen.
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