NokiMo
Naykid
Naykid

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Let's talk about decisions conditioned by stats

I have been reading different opinions from players complaining about decisions that are conditional on stats.

Under my point of view, certain decisions cannot be freely selected if there has not been a certain previous corruption of our protagonist. But for these players, even though previous corruption makes sense, conditioning a choice takes away freedom from the game.  

I need you to tell me what you think about this. Thanks in advance!

Comments

They can replay for new stuff

HotRod1227

Ok, I have noticed this issue with lots of other games. Based on my experience you could go in one out of three directions: - Make use of the stats and tie them to potential player choices. That way you will give the players the pleasure of character development at the cost of increasingly narrowing choice pools. - Remove stats altogether and focus your time on giving each choice a distinct and sometimes far-reaching consequence. That way you will remove the character development aspect, but you will gain the narrative freedom to take the character/story in whichever direction you choose (liminality if you will) and give players a sense of freedom. - Hide the stats and only show players stat-related choices when the requirements are met. That will give you the narrative freedom and players would get a false sense of control, which if done correctly may be just as good as the real thing. Personally, I like the second option best as it gives players the ability to choose the content they want to see without setting them on rails for the rest of the game.


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