Don't get me wrong—I'm not
railroading my players. Instead, I want them to feel like there is a
larger objective and course they must take to achieve that objective
while making decisions along the way that will aim towards it. Many
of the choices in the game will reveal additional story or character
development but won't affect the overall course. Other choices affect
the player's reputation among his crew members. And some choices will
be based on overcoming challenges, with a few options resulting in
logical mistakes anyone could easily make in those situations. I do
have several major tangents in SEVN that result from choices, and
these tangents can result in more challenging circumstances. In most
cases, I provide players with options that can still get them back
towards their main objective, though survival often becomes a
priority before the main storyline can be resumed. There are a few
situations where a bad choice can result in death or a “game over”
type failure, but...there's always that “Load Game” option if you
want to try again...hopefully a little wiser.
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