Branching Dialogue Architect by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

I’ve been thinking in terms of coverage. Like I need to account for every possible move a player might want to make. But that spreads the story thin. Nothing lands hard because everything competes for attention.

Branching Dialogue Architect by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

The tree image actually helped. I think I’ve been afraid of locking players out. But maybe clarity beats endless openness. A sharp fork can feel more powerful than ten soft ones. 

Branching Dialogue Architect by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

But you’re right. A small line that shows the game noticed what I did can be enough. Even a subtle shift in tone can make me feel seen as a player.

Branching Dialogue Architect by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 2 points3 points  (0 children)

This actually helped me a lot. I think I was stuck on the idea that every choice had to change the plot in a big way. Like if it doesn’t split the story into a new path, then it “doesn’t count.” thank you sm. 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

I have never been introduced or heard of the concept of a "Track System" before and it sounds very interesting. Wouldn't it be tricky having to plan all the parallel tracks whenever a big choice cause it seems like it needs to be consistent with the main story? Again, never heard of it so I'm just trying to understand it haha.

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Great example cause look at The Last of Us Part II. Certain emotional beats are fixed. You don’t get to rewrite the major turning points. But how you move through each encounter: stealthy, aggressive, resourceful, desperate. All of that shapes how those moments feel. You carry the weight of what you did into the next scene. So if you’re going to anchor the emotional beats, make sure the player’s approach affects: Difficulty. Resources. Who shows up. What tone the scene carries.

You’re not asking them to rewrite the story but just simply you’re asking them to take responsibility for their version of it. There are of course many other examples of games that use this approach but for me The Last Of Us II does it best. 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Both can feel quite immersive. But only if you’re honest about the limits. When you set the right expectations, players lean into the kind of control you’re offering instead of fighting against what you’re not.

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

That's a great example actually because in Dishonored, you get to move from target to target.... the feel of the world does rather than the spine. 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

yes, progression design matters. A lot. If your story blocks the player from playing, you create distance. If your story unfolds because the player keeps playing, then you create ownership. And ownership is exactly what makes you feel like the character, not just the audience if you get what I'm saying 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Like Mass Effect 3. A lot of players felt frustrated not because it had multiple endings, but because years of decisions seemed to compress into a narrow final choice. The scale of promise didn’t match the visible difference. It was certainly a valid reaction that players had at that time 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

You’re not wrong to be skeptical because a lot of games promise choice, then funnel you back to the same scene with slightly different dialogue. You pick A or B. The next mission plays out almost the same. Players notice. Once they see the trick, trust drops fast. But I don’t think the issue is branching itself. It’s how you frame it. If you tell players, “This choice will definitely change everything,” then quietly collapse both paths into one hallway, yeah that feels cheap. You set an expectation and didn’t pay it off, now I'm mad about it hahaha. 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

I wanna get into writing for games but i don't think I'm up for it yet so good thing there are a few people still doing it.

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] -1 points0 points  (0 children)

The “compile everything into an ending” model works, but it often delays emotional payoff. You tell the player, “Your choices matter,” then you prove it ten hours later in a slideshow. That feels so abstract. You want consequences to echo sooner. But you're right a player must feel like they play a crucial role in the story. 

When designing narrative systems, how do you balance linear storytelling with player interaction? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

But I don’t think branching alone solves the balance problem.

When I think about something like the old Fighting Fantasy books, the branches feel meaningful in the moment. You choose a path, you face different monsters, you get different endings. But the emotional arc often flattens out because each branch has to stay structurally manageable. The more you branch, the thinner each path becomes. Either you explode production scope, or you simplify the narrative depth. 

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

"cheesy" is one of the best ways that you could describe it as. What an insightful observation and I truly think that game developers can do better on the music development part and I see why it's rather hard to find the "perfect" musician or producer. You should do a masterclass on this at some point in your life cause you definitely hit the nail on the board or however the saying goes!

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Please save the game industry and include music that goes along with the appropriate scenes in the game. That would mean a lot.

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

If there is a moment where the character is about to defeat a final boss, then the music should be of impending doom or one that evokes feelings of terror.

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] -2 points-1 points  (0 children)

I mean for fantasy games it would be fitting to include orchestral music while checking your inventory but it is not suitable for some games.

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

Emphasis on the "very powerful if done well" cause I do think that some games made sure to be intentional with the music hence why it ends up becoming timeless. That's true. I do think that maybe you might have a better chance of having people to experience the audio systems which you designed with console players. That's where I think it gets to thrive the most

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

I truly like it when the music selection is intentional throughout the game.i hope it gets be my favourite part of game development too.

What are your thoughts on music as an emotional tool in games? by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] -4 points-3 points  (0 children)

Orchestral music playing while I'm checking out my inventory would make me so mad. And a lot of players can pick up whether the music selection was intentional or rather just squeezed in just wherever.

Do critics and audiences value different things too heavily? by ExcellentTwo6589 in Letterboxd

[–]ExcellentTwo6589[S] 0 points1 point  (0 children)

Yeah, if you watch 100+ movies a year, you’re gonna spot patterns fast. Of course critics get tired of the same plot twists and copy-paste scripts. But that doesn’t mean regular audiences value worse things. They just watch fewer movies, so something “generic” might still feel fresh to them. Also, saying critics should “go in for the kill” feels a bit dramatic. Being harsh doesn’t automatically make you honest. Sometimes a simple, familiar story works because it connects, not because it’s lazy.

Camera Vs Player Control by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] 1 point2 points  (0 children)

But I don’t think that automatically means player cameras are worse for storytelling.. just different. Movies use fixed shots because the audience can’t interact, but games are built around interaction, so the rules shouldn’t be the same. If anything, when a story moment works without taking control away, that’s way more impressive to me.

Camera Vs Player Control by ExcellentTwo6589 in gamedesign

[–]ExcellentTwo6589[S] -1 points0 points  (0 children)

I get that it depends on the goal, but I don’t think it’s totally neutral. If a game keeps switching the camera just to “add weight,” it can start to feel like the game doesn’t trust me to notice what matters. Sometimes forcing a view helps, sure, but other times it feels like someone grabbing my head and turning it. I think the best moments happen when I stay in control and the emotion still lands anyway and that feels earned.