In addition to branching paths, another
more difficult to implement detail I might add is character
customization at the beginning. This might be visual only, but I am
also thinking about giving players the option to make a few choices
about what he or she will bring on the mission. I may even be able to
allow a little skill point investment at the beginning, so you can
“design” your character. This would introduce variables into the
game that might affect your chances of success with your choices. For
instance, if you chose not to bring any armor, but then make a combat
choice instead of a diplomatic choice later in the game, it might not
go well for you. And conversely, if you chose to equip your character
with a suit of combat armor and then you try to speak diplomatically
in a sensitive situation, it might negatively affect your chances of
success—what diplomat shows up in combat armor, especially if
they're asking for your trust? These are just a few ideas, but I have
a few more related questions for you today:
- Would you prefer to be able to name the protagonist, or do you find established characters more convincing and immersive?
- Are you more interested in seeing the story unfold, or would you rather it be more like a role-playing game where your particular character design affects the story?
- Do you like seeing through your character's eyes (POV view) or would you prefer to see your character and his expressions represented graphically onscreen with other characters?
No comments:
Post a Comment