Home Dev Blog Breaking the "Choose Your Own Adventure" Standard of Making Choices

Breaking the "Choose Your Own Adventure" Standard of Making Choices


E-mail Print PDF

So when Fading Hearts was reviewed by Inside AX and they said Fading Hearts '[...]takes “choose your own adventure” to a whole other level.' I was very happy! Then I thought about other games that does this well. I'm taking about subverting whole multiple-choice-test style of making choices in video games.

Then I remembered one really good one. That would be Corpse Party!

Explanation of why after the break! 

 

As someone who also created a game that goes beyond the standard multiple-choice-test choice making, I can verify if Corpse Party did the same. And indeed it does! Want to know why? That's because the Corpse Party has implicit choice making.

 

What is implicit choice making? For a game it means a choice you made that you show through your actions and not outright stating it. Explicit choice making would be something like the standard multiple choices ones you get usually in video games. Implicit choice making is a choice that the player makes but can sometimes be extremely subtle.

A good example of implicit choice making in Corpse Party is when a character runs away and then BAM! Game gives you back exploration control immediately. You could follow her and talk to her or go somewhere else to explore without her. There is no multiple choice question that says "Do you want to chase after her?" I mean that would totally give it away. You just do it or you don't. But you still can hold the player accountable as they did make that choice and know it.

Then you can give the appropriate consequence to the player. Corpse Party's consequence of that was pretty good.

Don't get me wrong! Multiple-choice style is useful. It's just that you need a good mix between the two. Keeps the player on their toes.

Oh... how does Fading Hearts do it? With your everyday choices in the life-sim portion of the game. Especially with who or how you choose to spend your time. 

 

Twitter




Mailing List

Sign up here and get our dev blog and what comes across on our Toronto games/anime radar!

Dev Blog

Don't Save the World Update and Thoughts

Hello everyone. I am sad to say that this game is going to be delayed due to health issues I have been having. A demo will likely be done some time August. The release would be during the following year. So what does this mean? A high quality release, less stressful nights of impending deadlines.

However this project will still happen. I still feel like this game will fulfill a deep-seated need for gamers who like stories that want to make a difference in their games.

Thoughts after the break.

Read more...
 
Reflections of 2012 and the Future

Hello everyone!

I understand that I haven't been updating this website lately. In terms of my personal life, it has been a real roller coaster ride. It really sapped a lot of my motivation. The unsuccessful fundraising didn't help either. However I still remain a fan of making things that people wouldn't think is possible happen.

After the break I'll make my quick reflection, say what AAA game had the most advanced interactive story design techniques, and talk about "Don't Save the World: An RPG!"

Read more...
 
Making a Change in Production

After the kickstarter ended I took a look at how I was going to produce the world that the players were going to explore. At first it was going to be pretty expensive. Drawn backgrounds and maybe 3-5 for each area.

Sure... I could just make a crazy and amazing pure-text based back end. It would do everything that was claimed but just not feel good. I still needed artwork.

Then I started to play an RPG made by RPG Maker. Then I saw the obvious. "Nothing is more deceiving than the obvious truth."
 
More after the break.
Read more...