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- Jul 28, 2012
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I don't think there's anything wrong with giving people choice in the game versus having the relationships set by the plot, it simply depends on what sort of game you want to make. There are some games where the option of choice fits in well and some where it wouldn't make sense. Again, it's just another important element of determining the tone you want to give your players in your game. Anything honestly goes in a game as long as you keep a consistent overall sense of tone for the players. It's when things start flying out of left field and breaking the mood the game has set that you can tell a bad decision was made in game development.
I also can't get behind the concept that adding the simple element of choice suddenly makes the relationships 'robotic;' that depends on the player's play style. I take it very seriously when I court the Doctor in Harvest Moon: More Friends of Mineral town. There's nothing robotic about me spinning circles in his lab crying out in sadness because he isn't ready to marry me yet. O: Joking aside (or was that a joke?), not everyone plays 'choose your own romance' style games with a strategy guide in hand, and I doubt that that was the intention for how they should be played when they were made. You, as the player, are supposed to fall in love with this character (if the writing is handled well) and it's not the fault of the creators if you're treating it like a step by step handbook to marriage.
Besides, it doesn't matter to me if I can date them or not; if there's a character who I have a sudden interest in I will spoil them through any means necessary either way. So I suppose, to me, it just doesn't make that big a difference. The option of choice just gives my natural gaming style an end goal. haha But really, focusing on the person you are trying to flirt with is how it happens in real life too, so I'm not sure where the big deal is there??
Ahum, rambling aside, the point I'm trying to make is that the addition of 'choice' as an element to your relationships through game play doesn't automatically conclude robotic relationships. That is up to the player and how they play the situations you've made and how willing they are to immerse themselves within them. The only control the game dev team have on that is writing something that is believable. imho
I also can't get behind the concept that adding the simple element of choice suddenly makes the relationships 'robotic;' that depends on the player's play style. I take it very seriously when I court the Doctor in Harvest Moon: More Friends of Mineral town. There's nothing robotic about me spinning circles in his lab crying out in sadness because he isn't ready to marry me yet. O: Joking aside (or was that a joke?), not everyone plays 'choose your own romance' style games with a strategy guide in hand, and I doubt that that was the intention for how they should be played when they were made. You, as the player, are supposed to fall in love with this character (if the writing is handled well) and it's not the fault of the creators if you're treating it like a step by step handbook to marriage.
Besides, it doesn't matter to me if I can date them or not; if there's a character who I have a sudden interest in I will spoil them through any means necessary either way. So I suppose, to me, it just doesn't make that big a difference. The option of choice just gives my natural gaming style an end goal. haha But really, focusing on the person you are trying to flirt with is how it happens in real life too, so I'm not sure where the big deal is there??
Ahum, rambling aside, the point I'm trying to make is that the addition of 'choice' as an element to your relationships through game play doesn't automatically conclude robotic relationships. That is up to the player and how they play the situations you've made and how willing they are to immerse themselves within them. The only control the game dev team have on that is writing something that is believable. imho


