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jimdattilo
jimdattilo

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General Content Poll

This poll relates to the paths an MC can take during a scene. Usually, the MC is presented with a mission or some event, and they must make choices that affect the story going forward. When there is one linear path, players can replay the story but read through much of the same content.

Another option is to design two large paths for the MC to take. I did this in Zombie Exodus when you can go the farm to save Carl or stay at the cathedral and help defend against zombies. Both paths are fairly long and lead to different experiences. This way takes longer to write, and it forces you to replay the game to experience more content.

There are other ways of presenting missions or events but the above two options relate to a scene I am currently writing.

So what do you feel about this type of scene/event structure?

Comments

I’m with Cucumber Joe on this one. Jim does a great job with choice already and is boss with detail. I can’t wait for part 3.

Phelan martin

Thanks. The way you described is actually the most efficient for me to develop.

Jim Dattilo

Theoretically, I like the idea of multiple paths. That said, Safe Haven, linear though it may be, has PLENTY of options for variation. I like the idea of having the freedom to fortify an area the way you want to -- No spoilers, but Part 3 is an excellent example of the mechanic I'm talking about. I like how much impact your character build has on the way your base turns out. Understanding that there are size limits on these stories, I'd be much happier seeing more of what we've got in Save Haven so far. Somewhat linear with a larger amount of variation regarding reactivity. I'm certainly not opposed to the idea of multiple paths, but a linear story that's well-told with lots of attention to detail and room for roleplay is never a bad thing.

Cucumber Joe

With my own opinion, I like a long multiple route mission that you can discover. It’s the world of role-playing and every route has a different meaning behind it. And makes the game more immersive and always looking for something new. I don’t care how long it takes you. I just want a lot of freedom, but still strictly on the path that makes it to the finish line. The feel of anything that can happen always makes me entry but if you do not want to hold up development because of writing something that can be extremely long which can push your date back. Then I understand but please continue with the long multiple different routes that can give you the replayability which that is the direction that you want to push this game anyway.

Dustin Youngren


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