- Joined
- Feb 4, 2019
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Of the games I played, most of them mostly rely on making the player select one of two or more dialogue options. A few others like some from the Fallout series just gives you quests you can start and working with certain factions just makes it so you progress on their storyline instead of other's.
I'm thinking of exploring major and minor story-altering choices from more subtler ways like wandering in different sections of the map, triggering events in different orders which results in a butterfly effect. Main drawback aside for making the project scope bigger, I think is that if a player wants a certain result they may have to resort to a guide if my story-altering decisions are obfuscated and well-hidden.
How have you approached this and what are your thoughts?
I'm thinking of exploring major and minor story-altering choices from more subtler ways like wandering in different sections of the map, triggering events in different orders which results in a butterfly effect. Main drawback aside for making the project scope bigger, I think is that if a player wants a certain result they may have to resort to a guide if my story-altering decisions are obfuscated and well-hidden.
How have you approached this and what are your thoughts?