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DevLog 18-Dec-2023

🕑 Added 2023-12-18 15:59:39 +0000 UTC

Comments

Wrathfulies

You can start with a few main points for a character and then let them tell you what they're all about. They gain a life of their own as you keep writing them, so all you need then is to figure out why they have those quirks, how they got to that point and what drives them forward. You won't get to know them in one sitting, but let them speak and they'll tell you their story.

Jameson Huddle

I may have a problem with rambling, call it adhd 😂

Jameson Huddle

In some ways, I'm sure the experience is helping! When I think about writing my own stories I just get choice paralysis/procrastinate. It probably helps flesh out interesting characters when you have to take a look into their psychology relating to specific choices that could go either way. But I'm sure it puts constraints on what is possible more often than it sparks a plethora of realistic character dialogue. There are reasons writers rely on tropes and flater personalities for the majority of total characters. Collapsing branches, dialogue changes based on variables, and extra scenes for certain paths, are definitely the best ways for solo/small teams to incorporate "meaningful" choices that I have seen (at least in multimedia formats (more complex ones might work in text only but I'm not interested in that so wouldn't know)). Making 5 - ∞ full length novels for one game is tragically unrealistic. It's also a very philosophical debate, what is core to a character and what behaviors and speech patterns are only present due to certain past experiences/current circumstances. Personally I can't even decide if I was born a masochist or if growing up in the church caused the phenomenon, some evidence was present quite early, but other aspects were not developed/discovered until recently. This whole comment is probably not useful at all, sorry about that, thanks for chatting, also rereading my first one came off much more antagonistic than I should have said, sorry about that. Thanks for writing great stories for us!

Wrathfulies

I mean yeah, I expected that, but I figured it would be offset by the accumulated experience. Plus I started collapsing branches so it doesn't go out of control. I definitely don't want to force choices in just to hit a number, it would be more detrimental than not having any. Instead, I'm trying to figure out how I can improve the story with meaningful choices that will be fun and satisfying. Considering the character and relationship focus, I'm thinking choices that show character would actually work to improve the experience

Jameson Huddle

I think most people could have told you that it is harder to write branching dialogue with meaningful choices the further you let it branch, I would advise against forcing choices (or really anything) into a release just to hit arbitrary quotas that you and expectations have set. Some people may complain but if you stay true to how you think the story should be told I think most people will enjoy it.


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