Friday, 2 September 2016

More Story notes

[add Michael's notes]

THOUGHTS:
I think 5 choices is a bit much, especially if we want to them to make quick decisions. It would be better to have similar choices split off into more specific ones (e.g. “Approach person” = confident, which can then split into “steal phone” (confident + mean) or “offer help” (confident + nice).)

I think we can avoid the “final choice is the only one that matters” issue by just making sure not to link choices; make each path unique so we know exactly what choices they made the whole way through and give an ending based off that.

This sounds like more work but we could still copy/paste scenarios, we would just be able to keep track of the events up until that point. This would also mean we wouldn’t have to stick to just 5 traits, we could look at the overall combination of choices and deduce their character (hopefully without making this too complicated haha;;)


Another idea I had to combat the inevitable “well I’ll choose this because it’ll advance the plot” issue: sometimes instead of action choices we give emotional choices. E.g.

“Do you enter the big interesting building or not?” < everyone’s just gonna enter the obvious plot building, even if it might look dangerous.

“You see a big building, the only one around for miles. The door is open, beckoning you inside. You feel...
> Anxious about what is to come.
> Eager to see what’s inside
> Resigned to the fact entering this building is your only option”

This would let us get an image of their personality while also advancing the plot to another choice that won’t be as obvious.
Other traits:
* Self preservation (don’t risk life for others, just try to get yourself out)
* Curiosity (exploring everything)

I did some further possible plot on my own. I kinda focussed on something mystic involving water, since we already had the protag waking up in a fountain. Including magic stuff also allows for more possible pathways and more intense scenarios.




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