As I wrote the script for the story, I
wrote it as if I was conducting a role-playing game session for
players. I imagined what the other characters might say, and I also
imagined myself as the protagonist, Trey. Whenever a moment arose
where I felt Trey would need to get involved or make a decision, I
thought about the choices I would make for him if I was role-playing
his character. I tried to imagine what different players might do as
well if they were playing him, and this informed the decisions I made
for how the story should branch. Sometimes, however, there were some
obvious choices that would naturally arise but would create paths
that were too divergent from the story I was writing. These paths
were also problematic sometimes because they required more artwork
than I had planned for, and ultimately didn't add much to the main
story itself. If I simply omitted those choices, that would leave a
glaringly obvious lost opportunity where players would cry foul and
claim that they would have liked to see that choice as one of the
options. So instead, I changed the dialogue and story events just
enough so that those choices didn't seem like logical outcomes from
the situation. This helped the story flow better without anything
feeling out of place or contrived.
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