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some writing about A YEAR OF SPRINGS - early access

i wrote a short article for something a friend is putting together which will come out online later this month, but you get to read it first!

it's about how i show the choices you can't take in A YEAR OF SPRINGS.

you can read it now at this google docs link.

i don't actually write about my game design process that often so let me know your thoughts!

>> switched to live link since it's out now!

https://afterjourneysend.substack.com/p/showing-choices-you-cant-make-in

Comments

Good points!! Thanks for the thoughtful reply :) I do like the sound of the toggleable hints, that might be the cleanest compromise!

Derek

thanks! i usually don't write inner monologue that often for my visual novels (just dialogue most of the time) so i try to find other ways to show it hehe

npckc

i love that fata morgana choice menu! but i also agree it could be annoying haha... i can see a player after going through all the visible available choices thinking that possibly they had made some wrong choices previously, and that's why both choices lead to bad ends. i think it can be quite nice when it's explicit what choices do what - it can give the player an idea of how maybe they want to try something different (that will definitely have a different outcome) on another playthrough! using choice options to reveal personality is really fun so i love your example here hehe

npckc

hmm i don't know if there's a one-size-fits-all solution. for one night, hot springs, what i ended up doing was letting players toggle a hint system which would show when choices would deduct points, so players could choose to see the "correct" choice if they wanted to or didn't. i know a lot of dating sims will indicate to the player with a sound effect or sparkle if they choose whatever something that increases heart points. i think for players who tend to overthink, if you don't have an indicator in-game what might end up happening is they just look up a guide for the correct answers, which is even less immersive, so having an in-game hint (toggleable if possible) is a good option! i've seen games use flowcharts as a way to show paths that a player hasn't yet taken. ren'py has a built-in thing also where you can display previously chosen choices in a different way, which isn't as obvious as a flowchart but does indicate to the player that they might want to try a different choice if they haven't yet. one game i've seen had data showing percentages of dialogue you have seen per character (so maybe 99% on x route would indicate you still had a little dialogue you hadn't seen for x character) but for me personally that was too much info haha... i imagine each player will have different preferences!

npckc

That was a great read, it's cool to see you talk about this stuff. I thought the way you did the choices in spring leaves no flowers was very interesting and effective, it's such a great way of showing Manami's thoughts and insecurities without having an explicit inner monologue.

Eliza

Nice read, and yes, I thought it was interesting the one in the third game! I didn't replay to see all possible endings but I guessed that selecting the crossed out ones during that section was the key to get the ultimate ending. In regards to other ways to play with choices, of the games I've seen: -I remember long ago when someone signaled the crossed out choices (you couldn't even select) in Depression Quest to signal when you just can't just "have fun". I didn't play so I'm not sure but I think in the rare but fleeting instances you were better you could select them? -I also remember in House in Fata Morgana two instances where there's only one choice on screen but it will select automatically a hidden one if you wait for enough seconds (and in each case a different one leads to a game over) to represent the narrative moment, which is interesting but also I could see someone falling for the trap and then get angry or frustrated because of it. -Pentiment I'm still playing it but I've seen that while it has some options or dialogues that are explicitly stated to be there because you selected some other option earlier (for example, your character's area of expertise), when you make choices most of the time you don't see inmediate consequences, but do in some specific cases ("This will be remembered forever", which sounds like a Telltale warning fakeout, but who knows); but the important are some parts where you want to persuade some character and then the game shows all the choices you've made before that adds or substracts against convincing that character, which were all those seemingly innocuous dialogues you didn't think would affect anything but actually do for these moments, but the game is explicit on showing it to you only then. -And well, an RPG Maker game I know made one where some character threatens you to give him your stuff, and you can choose to fight him or give him your stuff. No matter what you choose, it will always happens the latter one, as a throwaway gag to characterize how the character is and subvert the expectations you had. Would love to hear more from other people!

alleme

Good read kc! I’m curious about two things, I’ve been thinking a lot about choices lately too. Any thoughts on transparency to the player about the effect of their choices? I go back and forth on whether that’s a good thing. Does it break immersion too much and make a player overthink, or on the other hand, does it reduce player frustration when they get more feedback about what they’re doing and what that might lead to? And second is more of a structural thing - assuming a player would probably like to see at least a few other endings, what’s the best way to do this with the least amount of friction? Renpy’s skip seen dialogue is nice, but I also mean like, is there a smoother way than a player requiring a guide or trial and error to see other outcomes? Maybe those are both perfectly fine and just a part of the genre, but I’m wondering!

Derek

what have you been thinking about? would love to hear more people's thoughts on dialogue choices (doesn't have to be in a comment here - if you write a post and link it i'll read it!)

npckc

I really liked reading about your approach to game design! And I would love to read more about it. I've been thinking a lot about dialogue choices lately, too.

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