this post was submitted on 23 Jul 2023
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[–] ysjet@lemmy.world 7 points 1 year ago* (last edited 1 year ago) (2 children)

I actually dislike this methodology in games. It's so damn tired. I don't want a 'good route' and a 'bad route,' and I don't want a 'none of your choices actually matter because we've carefully balanced them so neither option could offend anyone ever' route.

I want different routes. I want multiple good endings. I want multiple bad endings. I want my choices to change things, not just slot stuff into 'this is good' or 'this is bad' or 'this is slightly different but doesn't actually matter in any meaningful way.'

Let characters fuck up. Let characters do amazing things. And then serve the consequences, good, bad, or weird, that they so richly ordered.

[–] DreamerOfImprobableDreams@kbin.social 7 points 1 year ago (1 children)

Agreed, but I think this infographic is more aimed at writers trying to write books / short stories / scripts-- and for them, it's pretty good advice.

[–] LegendofDragoon@kbin.social 3 points 1 year ago

Even then, a story in which everything goes wrong eventually becomes predictable and boring, The stormlight archive would be a very different and much shorter book if everything that could have gone wrong did.

Obviously outside of very specific genres not everything can be sunshine and rainbows either. As in all things in life, balance is important, I think.

[–] speck@kbin.social 1 points 1 year ago

Dishonored 2 did this pretty well. Not only different endings, but place style affected the world around you - NPC reactions to, overall tonal shifts