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Complexity of the game

Do people like extensive net of possibilities in dialogues ?


  • Total voters
    8

MistyDay

Adventurer
Xy$
0.00
Hi people,
What is Your experience about complexity in the game ?
Do people like extensive net of possibilities in dialogues and so, or quite straight storyline ?
My friend told me it would be lost labour create extensive net, but I think I preffer it :)
What do you think?
 

Cunechan

∠( ᐛ 」∠)_
I played twd and the wolf among us when i was thirteen and was totally impressed about all the possibilities and have to say that i love it ~<3 but i plan ahead and create the choices map before i touch rpg maker so I won't get lost XD
But imagine, everything you say is an influence for the further game. I just love this idea. You are "forced" to play this game several times or load and see how the in game characters react to your decision. Of course the storytelling and worldbuilding needs to be good and well written as well as the characters and their depths. It's actually pretty difficult but if you have time to create all this it's awesome, especially for players like me~
But if you make a plan and know your own limits it's totally worth it to try and you can let the gamer "decide what happens next" XD
 

Neotheny

Villager
Xy$
0.00
unless your game is visual novel, always try to make your choices through the mechanics and not through the dialogue. few are fine, but make too many branches and people will start forgetting what they chose. if you make them do something, then they're more likely to remember that.

also, complexity in games has very little to do, if anything, with choices in dialogues.
 
This is something similar to what I'm working with in Otherworld. The complexity isn't so much in the dialogue itself, but in the choices you make as the player, and the actions and interactions with NPCs. Those factors influence how others will react, how certain choices affect the game direction and ultimately the game ending.

Dialogue itself doesn't contribute towards a game's complexity, unless its backstory is intended as being convoluted. You can put too much into dialogues. For me, I like an arrow-straight storyline, obviously with a few distractions and twists and turns, but the main storyline isn't forgotten about or overwhelmed by unnecessary additional clutter.
 

Macro

Pantologist
Xy$
0.00
I like it, but I like to keep them for important parts of the game, or for mini games. They can get overly complicated very fast, very easily.
 

MistyDay

Adventurer
Xy$
0.00
Thank You all for votings.
May be my English is not stronk enough to explain what I mean, but I like votings :D
Id like to make click point adventure and complexity means for me everythin I think :)
I will take long to learn all u have know already, but I hope you will like my story!
 

samorious

Towns Guard
O
Hi people,
What is Your experience about complexity in the game ?
Do people like extensive net of possibilities in dialogues and so, or quite straight storyline ?
My friend told me it would be lost labour create extensive net, but I think I preffer it :)
What do you think?
Hello there, I think it really depends on the purpose of the game and the engine you are using. Since you asked the question on this forum I suspect you are using RPG Maker. For this engine I think a story based game is more suitable since it will probably be one of the most diverse tools to use (If you are still following my way of thinking). As for the purpose of the game. Do you want players to be emerged in your world? (What I love) Than you should make the story more complex (Important: You need to keep it understandable for costumers who don't know the story).
On the other hand, If the game is meant for other purposes like fighting or other events for example the story isnt such a big deal.

I hope you were able to understand anything written above so it might help you with your choice.

One last thing. In an interview with a story writer I heard him say " A story is a good story when you have bait. You start with an anekdote/ sequence of actions, then you create a moment of realisation. To remind the reader why he is wasting his time reading this." For me it was very usefull.

Cheers,
Samorious
 
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