It would be much easier to convince readers to commit to those judgements if they were actively making decisions, thus, game
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Replying to @makoConstruct
Oatmeal Agitante Retweeted Oatmeal Agitante
I'm currently making an interactive fiction with much the same motivation!https://twitter.com/BagelDaughter/status/816091321874190337 …
Oatmeal Agitante added,
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Replying to @BagelDaughter @makoConstruct
but! it's easy to fall down a pitfall where the choices in-game feel too constructed/"rail-roaded" and don't actually serve
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Replying to @BagelDaughter
Of course, it has to be a real choice. The more the choice was their own the more it will hurt them
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Replying to @makoConstruct @BagelDaughter
And you really have no right to hurt them, if they knew better.
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Replying to @makoConstruct @BagelDaughter
The next question for me is, what do I do with the wiser players who go the hard road right from the start?
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Replying to @makoConstruct @BagelDaughter
Will it just be a normal boring game for them? Maybe I can think of something to show them.
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Replying to @makoConstruct
my approach is I'm not expecting to "trick" players into anything. in fact, I really am just railroading them-
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Replying to @BagelDaughter @makoConstruct
there's no choice except to choose to stay in a state of limbo, or the change the order things happen
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but I am hoping the actions feel more visceral, that there's a sense of identifying with the game character
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Replying to @BagelDaughter @makoConstruct
ultimately sounds like different objective than yours
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