- Joined
- Nov 2, 2013
- Messages
- 314
- Reaction score
- 146
- First Language
- English
- Primarily Uses
- RMMV
For me, branching choices is actually sort of a let down. I don't want to come up to a point, make a choice that defines the path of the story, have no way to change said choice, then get utterly disappointed when I read on the internet that the other choice gave a much more exciting story branch. Furthermore, I'd rather play through the story that the developer wants to tell, and not have him/her customize the story to include endings or arcs they never wanted to include in the first place.
Story, to me, is what keeps me hooked into the experience. I like an rpg where the main character starts off as the weakest link in the lineup, but eventually outgrows the party due to non-cliche reasons (big no to he was chosen/ he is destined to do so etc). I like a story where each character in the party has a solid reason to be in the party. Give each of them an enticing backstory and a goal to achieve- instahook.
Likewise, I'm not that interested in the combat system. True, I would like a game where the combat is more than just spamming attack, but if the story is immersive enough, I would overlook the combat.
This thread should convince you of one thing: you can't please everybody. There will be players who won't like your game simply because your combat may not have been upto the mark, however your story could be so perfect that others would pay you for it. Your approach would depend on what you want the player's focus to be on, and advertise it as such to hook those players interested in the features you incorporated ^_^
Story, to me, is what keeps me hooked into the experience. I like an rpg where the main character starts off as the weakest link in the lineup, but eventually outgrows the party due to non-cliche reasons (big no to he was chosen/ he is destined to do so etc). I like a story where each character in the party has a solid reason to be in the party. Give each of them an enticing backstory and a goal to achieve- instahook.
Likewise, I'm not that interested in the combat system. True, I would like a game where the combat is more than just spamming attack, but if the story is immersive enough, I would overlook the combat.
This thread should convince you of one thing: you can't please everybody. There will be players who won't like your game simply because your combat may not have been upto the mark, however your story could be so perfect that others would pay you for it. Your approach would depend on what you want the player's focus to be on, and advertise it as such to hook those players interested in the features you incorporated ^_^

