A quick update where I am at with the story. I’m about halfway done with every scenario I was planning to write, and have made a few revisions here and there as well as trimmed some redundant ones to make a more focused experience. I’ve been generally working on each story path, but I’ve been focusing more on the “leave the crew” endings to try and get that part of the story out of the way so I can put all my attention on the other two endings.
Now as for making an interesting experience, I am not sure about that. I feel that it is quite interactive with a fair amount of choices the player can make that will lead to one of four distinct endings, but it is quite text heavy. I have been trying to cut down on how much reading there is so as to not bore the player, but then I run the risk of not adding enough writing to make a coherent or engaging story. Now I’m no stranger to games with a lot of reading, like Yakuza 0. 2015. Sega. and Tyranny. 2016. Paradox Interactive. but those games also have actual gameplay like fighting enemies to balance out all the reading, which just isn’t feasible in Twine. These games also feature the use of SFX and a fair amount of voice acting which engage the player more than just reading can. Adding some sort of sound element to some of the sections of the game could go a long way in making a more interesting game, so that is something I will consider if I have the time, and if I can actually figure it out. Voice acting is something that would be nice to have, but I am not a voice actor so that is a very strong maybe. Something simple that could also help with engagement is adding images like what Depression Quest. 2013. The Quinspirracy. does.
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