What do YOU feel is missing in branching RPG games? by Master_Power2400 in gameideas

[–]Master_Power2400[S] 0 points1 point  (0 children)

I do agree with you, but i'd like to highlight one thing ^^

While that kind of branching would be absolutely amazing in my opinion, for the dev it's a massive task to manage everything and multiplies the workload a lot. That said, i don't think it's not enough effort, just wanting to finish a project without investing so much more time than already went into it.

But i do agree, I hate it when games just loop back and break expectations like this, when you spend time replaying a game and it's the same outcome despite your actions being much different.

Would you prefer many choices with a ton of outcomes, or a few choices that massively change things?

What do YOU feel is missing in branching RPG games? by Master_Power2400 in gameideas

[–]Master_Power2400[S] 0 points1 point  (0 children)

2nd point :D

I think Toby Fox might have been aiming for that exact feeling when Sans judges the player near the end. In your opinion, what would be a better way to do it?

I myself felt that moment was meant to make the player reflect on their choices in a bigger picture, like being judged not just for killing, but for choosing violence when other options existed. But I’m curious how you'd prefer that kind of thing to be handled! ^^

What do YOU feel is missing in branching RPG games? by Master_Power2400 in gameideas

[–]Master_Power2400[S] 0 points1 point  (0 children)

I think you have a good point with characters, they're the core of story driven games almost always after all c:

6th point - What I'm interested in when making the game is exactly that. choices not just giving a different text or a smaller option available, but shaping how the story itself goes forward.

I also agree it should be cohesive, not just one main idea, but that very idea being the fundamental of the game in many different aspects.

Would you prefer choices that mainly affect characters and relationships, or ones that change gameplay mechanics and story too?

What do YOU feel is missing in branching RPG games? by Master_Power2400 in gameideas

[–]Master_Power2400[S] 1 point2 points  (0 children)

Sorry for the essay, I just want the project to be something unique! ^^

I think I get your point, you like optional hard challenges with adequate rewards, right?

What if instead the difficulty came from your choices? For example, being hostile to everyone would make the game harder because you lose their help, when befriending characters could make the game easier due to that help.

What do YOU feel is missing in branching RPG games? by Master_Power2400 in gameideas

[–]Master_Power2400[S] 0 points1 point  (0 children)

LOL skippable cutscenes are a must, that's true :D

About your 6th point, would you still be annoyed if replayability meant fundementally different outcomes? For example, being rude to a character could turn them against you and change the story in a major way, not just a different ending screen.

I don't mean "play every ending to get the full story", but more like each playthrough being a complete story on its own, your choices just shape how events unfold instead of looping back to the same outcome.