A non-choice in a VN is where it
doesn’t matter if you pick A or B; you still end up at point C.
There might have been some interesting flavor inserted along the way
before point C, depending on whether you picked A or B, but if there
are too many of these types of fake “choices” in the game, the
player will just feel like they are reading a kinetic novel. Kinetic
novels are different from visual novels in that they are entirely
linear, with no branching paths available. If a VN is advertised as
having choices, but is really a Kinetic novel in disguise, players
are going to feel cheated and the game will certainly get poor
reviews. So, how can I make the choices in the combat system still
feel like they matter, even if my intent is for the story to
continue? The answer I’ve decided on is lasting consequences. For
instance, if you make certain choices during combat, you may get
injured. Those injuries will affect the outcome of the story later
on, and your ability to perform certain tasks could be compromised.
You may even need to deviate from your course in order to get the
medical attention you need, which could jeopardize other goals. And
yes, I am planning to have a few combat decisions result in death—the
end of the game. However, game-ending choices will never be the
result of random chance—they’ll be the result of the player
failing to note circumstances or have common sense. I’m excited to
see all this come together!
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