Rastaranx wrote:Hi,
I really enjoyed the game and noticed it's the same kind of game as BEW, dreaming with Elsa etc.
Can someone tell me where I can find all those kind of games?
tlaero wrote:1) Dialog trees
I'm not a big fan of these. The biggest trouble is that I don't want you to have to play the game through again and again to get subtly different content. I don't enjoy doing that when I play, and don't want to subject you to it. But, that basically means that I can't put interesting content in a branch. There was a moderately important dialog branch in Life With Keeley that most people didn't see because it wasn't on the ideal path. It was pretty silly for me to do that.
tlaero wrote:2) Dialog "wheels"
This is what Bioware games do (Mass Effect, etc). You get to a point in a conversation with a character and you can choose a bunch of options, but they all circle back to the same point. That allows you to do the other options repeatedly until you choose the "I don't have any more questions" option. This works in an action RPG where some players (me) want every last ounce of storytelling and others just want to get done with the talking and go back to shooting stuff. But it's probably not appropriate for the kind of games I write.
tlaero wrote:3) Light Side vs Dark Side
Another Bioware aspect where you do the same game twice, once playing one kind of character and again playing a different type of character. People interact with you differently depending on your character type, and maybe you make interesting choices as a result (but, no matter how Renegade you are, you don't shoot Wrex, you just don't...). I've done variations on this, especially in CfK and DwE, though because I don't like making you play the game twice to see subtle differences, I tried to make there be significant content differences on the two choices. Beach vs Park. MMF vs MFF. Etc.
tlaero wrote:4) Dialog choices that don't cause (significant) branches.
This is one of the easier interactivity options to do, but it's also probably the least satisfying. The goal is that to allow you to play the character you want to play. ("I'd say something funny here" while another person would say something sweet.) But, in the end, if you just want the score necessary to get to the next sex scene, this doesn't have much impact. And, since the choices don't actually change the story, the impact is low in the best of cases.
tlaero wrote:5) Whole scene choices
Do I go to the strip club or to the bar? A lot of games do this. Kind of a dialog tree at the granularity of entire scenes. Certainly can add to the complexity of the game and adds replayability but has a huge impact on the story I can tell. I started RfJ with the idea that if you screwed up with Sylvia, you'd still find a way to meet Jessika. And if you succeeded with Sylvia and then screwed up with Sylvia and Sarah, you'd still find a way to meet Jessika. I backed off though because I realized that if I made you able to screw up and still get Jess to redemption, then it would weaken the "good" path. I could use this technique in a game where there isn't a big event the game is pushing toward, or where the character's actions aren't critical to getting to that event, but it wouldn't have worked in RfJ.
tlaero wrote:6) Multiple full paths
"Good" vs "Lewd" path or "Do I date Jane or Jennifer?" This is really just doing multiple games bundled together. Time spent on a second path is time that could be spent on another game with a new story. In RfJ I used this technique to tell more about an important character that isn't the primary one (Chloe), but generally this is just a way to make the game take longer to finish.
tlaero wrote:7) Non-linear scenes
This is something I did in Life With Keeley. In large part, you could do the various scenes in any order and still get to the end. Maybe you did the "blow job under the desk" scene before the "roleplay cheating" scene where someone else did them in the reverse order. I don't know how much of an actual impact this has on the gameplay though.
tlaero wrote:8) Scenes you can "miss"
I did a fair number of these in RfJ. If your score wasn't high enough, you could miss the striptease + blowjob scene and still complete the game successfully. Similar with the MMF scene. I'm not sure how impactful those things are, though. If you play well, you wouldn't even know that you could have missed a scene. So while these are effective as rewards for making good choices, they don't really make you feel like you have more choices to make.
tlaero wrote:9) Bad choices
Dead end choices that result in the game stopping suddenly. I don't see much benefit here. So you feel like you have more options, but you never exercise them because the game just ends. That's really just a way for me to spend time authoring pages that no one is going to see.
tlaero wrote:10) Others?
Is there something I haven't covered?
tlaero wrote:Thank you, everyone for the kind comments. I'm happy that you enjoyed RfJ and that it struck a chord with you the way it did with me. As I start to think about the mechanics of the next game (which is a long ways out, don't get too excited), I'd like to hear your opinions and feedback on the topic of interactivity.
There's a tension between interactivity and storytelling. The more I let you choose, the less I can tell the story I want to tell. But, at the same time, I consider what I do to be erotic games, not visual novels, and I'd like to continue in that genre. There were long swaths of RfJ where there were no choices, and I'm a little surprised that there hasn't been more negative impressions as a result. I guess I got away with it because you were enjoying the story.
I'd like to hear thoughts and opinions on the various types of interactivity, what you like, and what makes the game more enjoyable to you. Here are the various forms of interactivity that I'm aware of in these sorts of games.
1) Dialog trees
I'm not a big fan of these. The biggest trouble is that I don't want you to have to play the game through again and again to get subtly different content. I don't enjoy doing that when I play, and don't want to subject you to it. But, that basically means that I can't put interesting content in a branch. There was a moderately important dialog branch in Life With Keeley that most people didn't see because it wasn't on the ideal path. It was pretty silly for me to do that.
2) Dialog "wheels"
This is what Bioware games do (Mass Effect, etc). You get to a point in a conversation with a character and you can choose a bunch of options, but they all circle back to the same point. That allows you to do the other options repeatedly until you choose the "I don't have any more questions" option. This works in an action RPG where some players (me) want every last ounce of storytelling and others just want to get done with the talking and go back to shooting stuff. But it's probably not appropriate for the kind of games I write.
3) Light Side vs Dark Side
Another Bioware aspect where you do the same game twice, once playing one kind of character and again playing a different type of character. People interact with you differently depending on your character type, and maybe you make interesting choices as a result (but, no matter how Renegade you are, you don't shoot Wrex, you just don't...). I've done variations on this, especially in CfK and DwE, though because I don't like making you play the game twice to see subtle differences, I tried to make there be significant content differences on the two choices. Beach vs Park. MMF vs MFF. Etc.
4) Dialog choices that don't cause (significant) branches.
This is one of the easier interactivity options to do, but it's also probably the least satisfying. The goal is that to allow you to play the character you want to play. ("I'd say something funny here" while another person would say something sweet.) But, in the end, if you just want the score necessary to get to the next sex scene, this doesn't have much impact. And, since the choices don't actually change the story, the impact is low in the best of cases.
5) Whole scene choices
Do I go to the strip club or to the bar? A lot of games do this. Kind of a dialog tree at the granularity of entire scenes. Certainly can add to the complexity of the game and adds replayability but has a huge impact on the story I can tell. I started RfJ with the idea that if you screwed up with Sylvia, you'd still find a way to meet Jessika. And if you succeeded with Sylvia and then screwed up with Sylvia and Sarah, you'd still find a way to meet Jessika. I backed off though because I realized that if I made you able to screw up and still get Jess to redemption, then it would weaken the "good" path. I could use this technique in a game where there isn't a big event the game is pushing toward, or where the character's actions aren't critical to getting to that event, but it wouldn't have worked in RfJ.
6) Multiple full paths
"Good" vs "Lewd" path or "Do I date Jane or Jennifer?" This is really just doing multiple games bundled together. Time spent on a second path is time that could be spent on another game with a new story. In RfJ I used this technique to tell more about an important character that isn't the primary one (Chloe), but generally this is just a way to make the game take longer to finish.
7) Non-linear scenes
This is something I did in Life With Keeley. In large part, you could do the various scenes in any order and still get to the end. Maybe you did the "blow job under the desk" scene before the "roleplay cheating" scene where someone else did them in the reverse order. I don't know how much of an actual impact this has on the gameplay though.
8) Scenes you can "miss"
I did a fair number of these in RfJ. If your score wasn't high enough, you could miss the striptease + blowjob scene and still complete the game successfully. Similar with the MMF scene. I'm not sure how impactful those things are, though. If you play well, you wouldn't even know that you could have missed a scene. So while these are effective as rewards for making good choices, they don't really make you feel like you have more choices to make.
9) Bad choices
Dead end choices that result in the game stopping suddenly. I don't see much benefit here. So you feel like you have more options, but you never exercise them because the game just ends. That's really just a way for me to spend time authoring pages that no one is going to see.
10) Others?
Is there something I haven't covered?
tlaero wrote:1) Dialog trees
tlaero wrote:2) Dialog "wheels"
tlaero wrote:3) Light Side vs Dark Side
tlaero wrote:4) Dialog choices that don't cause (significant) branches.
tlaero wrote:5) Whole scene choices
Do I go to the strip club or to the bar? A lot of games do this. Kind of a dialog tree at the granularity of entire scenes. Certainly can add to the complexity of the game and adds replayability but has a huge impact on the story I can tell. I started RfJ with the idea that if you screwed up with Sylvia, you'd still find a way to meet Jessika. And if you succeeded with Sylvia and then screwed up with Sylvia and Sarah, you'd still find a way to meet Jessika. I backed off though because I realized that if I made you able to screw up and still get Jess to redemption, then it would weaken the "good" path. I could use this technique in a game where there isn't a big event the game is pushing toward, or where the character's actions aren't critical to getting to that event, but it wouldn't have worked in RfJ.
tlaero wrote:6) Multiple full paths
tlaero wrote:7) Non-linear scenes
8) Scenes you can "miss"
tlaero wrote:9) Bad choices
tlaero wrote:1) Dialog trees
I'm not a big fan of these. The biggest trouble is that I don't want you to have to play the game through again and again to get subtly different content. I don't enjoy doing that when I play, and don't want to subject you to it. But, that basically means that I can't put interesting content in a branch. There was a moderately important dialog branch in Life With Keeley that most people didn't see because it wasn't on the ideal path. It was pretty silly for me to do that.
tlaero wrote:2) Dialog "wheels"
This is what Bioware games do (Mass Effect, etc). You get to a point in a conversation with a character and you can choose a bunch of options, but they all circle back to the same point. That allows you to do the other options repeatedly until you choose the "I don't have any more questions" option. This works in an action RPG where some players (me) want every last ounce of storytelling and others just want to get done with the talking and go back to shooting stuff. But it's probably not appropriate for the kind of games I write.
tlaero wrote:3) Light Side vs Dark Side
Another Bioware aspect where you do the same game twice, once playing one kind of character and again playing a different type of character. People interact with you differently depending on your character type, and maybe you make interesting choices as a result (but, no matter how Renegade you are, you don't shoot Wrex, you just don't...). I've done variations on this, especially in CfK and DwE, though because I don't like making you play the game twice to see subtle differences, I tried to make there be significant content differences on the two choices. Beach vs Park. MMF vs MFF. Etc.
tlaero wrote:4) Dialog choices that don't cause (significant) branches.
This is one of the easier interactivity options to do, but it's also probably the least satisfying. The goal is that to allow you to play the character you want to play. ("I'd say something funny here" while another person would say something sweet.) But, in the end, if you just want the score necessary to get to the next sex scene, this doesn't have much impact. And, since the choices don't actually change the story, the impact is low in the best of cases.
tlaero wrote:5) Whole scene choices
Do I go to the strip club or to the bar? A lot of games do this. Kind of a dialog tree at the granularity of entire scenes. Certainly can add to the complexity of the game and adds replayability but has a huge impact on the story I can tell. I started RfJ with the idea that if you screwed up with Sylvia, you'd still find a way to meet Jessika. And if you succeeded with Sylvia and then screwed up with Sylvia and Sarah, you'd still find a way to meet Jessika. I backed off though because I realized that if I made you able to screw up and still get Jess to redemption, then it would weaken the "good" path. I could use this technique in a game where there isn't a big event the game is pushing toward, or where the character's actions aren't critical to getting to that event, but it wouldn't have worked in RfJ.
6) Multiple full paths
"Good" vs "Lewd" path or "Do I date Jane or Jennifer?" This is really just doing multiple games bundled together. Time spent on a second path is time that could be spent on another game with a new story. In RfJ I used this technique to tell more about an important character that isn't the primary one (Chloe), but generally this is just a way to make the game take longer to finish.
tlaero wrote:7) Non-linear scenes
This is something I did in Life With Keeley. In large part, you could do the various scenes in any order and still get to the end. Maybe you did the "blow job under the desk" scene before the "roleplay cheating" scene where someone else did them in the reverse order. I don't know how much of an actual impact this has on the gameplay though.
tlaero wrote:8) Scenes you can "miss"
I did a fair number of these in RfJ. If your score wasn't high enough, you could miss the striptease + blowjob scene and still complete the game successfully. Similar with the MMF scene. I'm not sure how impactful those things are, though. If you play well, you wouldn't even know that you could have missed a scene. So while these are effective as rewards for making good choices, they don't really make you feel like you have more choices to make.
9) Bad choices
Dead end choices that result in the game stopping suddenly. I don't see much benefit here. So you feel like you have more options, but you never exercise them because the game just ends. That's really just a way for me to spend time authoring pages that no one is going to see.
tlaero wrote:10) Others?
Is there something I haven't covered?
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