in story-based games with choices, you'd rather have a shorter experience but wiht more branching or a longer one with less branching?
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I am trying for modularity - relatively linear story line with alternative bits inserted or absent from scenes depending on choices and status... the “experience” is intended to include a heavy toll of central characters dying at uncontrolled times, so I *have* to make it work!
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lol characters dying is going to be fun for players :D (I'd like that personally, though some are always too much attached to the characters)
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