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Hello, forum! Lately, my approach to gameplay and story, design-wise, is similar to choose your own adventure or "the Bioware effect". Give several very meaningful decisions for the player to make which will greatly affect the outcome of the game. It sounds interesting...but is it fun? Is having a multiple ending game based on decisions like kill this guy or save that girl or go this way through the forest instead of THAT way really FUN?
I appreciate that fun is in the eye of the beholder, but for rpgs using rpg maker...the specific niche audience that we make these games for...is it fun to them? You see, games like Dragon Age Origins (which I have been recently playing) are fun, engaging, and interesting with the way that they deal with relationships and ultimate outcomes of situations based on your decisions. However, I am not a fan of having to make so many little decisions in order to accrue favor from my party members. You have to take a good amount of time to figure out how THIS character will react to me making THAT decision which, for me, takes away from the enjoyment of the game. So I decided to try making my own game with fewer decisions but have more meaningful ones and what I've discovered is...
If I played a game like this, I would probably obsess even more over the decision.
"Omg...what should I DO?! I play games to enjoy stories and battles, not make life decisions!" <---typical DA
personal response.
Choices like, should I go with Bulbasaur, Squirtle, or Charmander is fun but still impactful to your game experience and the style you are going to play the game...at least for a while until you replace them with better pokemon (after my first playthrough I always pc'd my starter off the bat because I'm hardcore
lol). Another path is to just allow the choices that the user makes be something that they DO/NOT DO instead of select a choice from a choice menu. Ex. In Suikoden II, you can choose to not walk down that secluded alley in Muse early in game either by ignorance or choice and by doing so you miss the ability to recruit Clive into your army. In my game, a character points you in the direction of someone who can help you find your kidnapped friend while also mentioning that the forest has been putting him on edge lately. You can ask him why which leads to him joining your party and a battle with a specific monster from the forest OR you can go about your merry way after he points you in the direction of the person who can help you only to find out when you return that he was killed by that specific monster from the forest on the outskirts of the village.
Is straying from making a game linear, by adding choices that affect the game's story, ending, or overall gameplay, in order to make it more interesting actually making the game fun or is it just making it complicated and forcing the player to have to make big decisions which may take away from their enjoyment of the game?
What are your thoughts, forum?
I appreciate that fun is in the eye of the beholder, but for rpgs using rpg maker...the specific niche audience that we make these games for...is it fun to them? You see, games like Dragon Age Origins (which I have been recently playing) are fun, engaging, and interesting with the way that they deal with relationships and ultimate outcomes of situations based on your decisions. However, I am not a fan of having to make so many little decisions in order to accrue favor from my party members. You have to take a good amount of time to figure out how THIS character will react to me making THAT decision which, for me, takes away from the enjoyment of the game. So I decided to try making my own game with fewer decisions but have more meaningful ones and what I've discovered is...
If I played a game like this, I would probably obsess even more over the decision.
"Omg...what should I DO?! I play games to enjoy stories and battles, not make life decisions!" <---typical DA
Choices like, should I go with Bulbasaur, Squirtle, or Charmander is fun but still impactful to your game experience and the style you are going to play the game...at least for a while until you replace them with better pokemon (after my first playthrough I always pc'd my starter off the bat because I'm hardcore
Is straying from making a game linear, by adding choices that affect the game's story, ending, or overall gameplay, in order to make it more interesting actually making the game fun or is it just making it complicated and forcing the player to have to make big decisions which may take away from their enjoyment of the game?
What are your thoughts, forum?
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