Myrtle
July 17, 2020, 6:48pm
3
Hi, there!
I think a good place to start would be the COG design guidelines . They don’t go into detail about how you should write your MC, but you should get a feel about the main features players expect from a COG title from those.
Then, I would advise you to search the forum — the issue of the type of MC players prefer has been brought up many times before, so if you want to look into that subject more in depth you can probably find a ton of existing topics about it. Here’s some I found in a very quick search:
As I ponder at my whole-script of code, I realized that I’ve set up a char-gen system that’s pretty flexible and far-reaching.
And I don’t think there’re any topics that directly addressed this, so my apology in advance
Most IF puts you in a character that is usually blank: they don’t show many emotions, they simply do what needs to be done, they’re indistinguishable and generic.
I wonder. Should you have given the chance, would you try to play as a character with preset per…
There’s a thread in the “adult-content” group about what kind of romantic options we’d like to see in a CS game. It’s a fun topic, and not too “adult.” I recommend checking it out.
It got me thinking though. I’m much more interested in who I get to be in a game than who I get to romance. So I thought I’d ask here what kind of protagonists we’d like to see in CS games.
What kinds of choices about your character are important to you? What kind of options would you like to see within those choice…
I’ve hit a bit of a rut in my writing in that I’m not entirely sure what direction I should take. Specifically, how ‘defined’ the player character should be in terms of personality and behavior.
What do you guys like to see or write yourselves when it comes to this? Should personality traits be variables that perhaps affect dialogue and choices? Or perhaps a blank slate with a bunch of choices would work better. And really, how many options is enough when it comes to this? And how do you think …
So normally in the series we go wild about choice but it also makes me think of the old actual Choose Your Own Adventure games where some of them you really did play an incredibly to define character. You still doing today’s gaming so how would people feel about playing the fine Persona in a choice of game series?
As a player or a developer, how do you like the PC’s dialogue to be written? In Blood Money, the PC’s dialogue is only ever chosen by the player, so you have one of the below styles:
She gives you a sly look. "So, are you in?"
*fake_choice
#"Yes, absolutely."
"Wonderful," she says. "I'll see you at the treasury tonight."
Or:
She gives you a sly look. "So, are you in?"
*fake_choice
#I agree, and shake her hand.
"Wonderful," she says. "I'll see you at the treasury tonight."
#I'm not s…
Hi guys, I’ve been searching for similar topic but couldn’t find one so I decided to make it.
I wonder how much the freedom to create/develop the MCs personality in a story affecting your playing experience (and your purchasing decision).
Personally for me it affects a lot because there are several types of characters that I just couldn’t play it. I don’t mind gender-locked stories but if I am forced to play as timid and shy MCs, I’d abandon it. I do understand that it means lots of coding wor…
I was curious what everyone’s opinion was on games that tell you what your character is thinking. It’s something that bothers me, and I’ve seen other people post that it’s annoying, but I was curious where people drew the line. Is it something that a writer should never do, that is alright in some circumstances (the game tells you that your character is annoyed they got stuck in traffic), but not others (the game tells you your character is attracted to someone), or something else entirely?
I…
Since I’m currently working on adding clothes, tattoos and similar things to my game, I got curious about what everyone else thinks.
How would you feel about a game which gives you tons of choices when it comes to the looks of your character and even reacts to it?
Personally, I find those games interesting even though it often feels like it has no actual effect on anything except immersion.
Today I was reading Mind the Gap by Ian Thomas, the author of Pendragon Rising, about leaving space for the audience imagination, and though a lot of it is about LARP design (as a former LARP writer, I agree with his points thoroughly in that context!) thought it would be an interesting discussion point here for IF. When you’re playing, how much do you like to be explained and how much veiled?
How much ambiguity do you enjoy in worldbuilding, do you prefer explanations or implications? Have the…
It’s fairly standard to choose your main character’s name, gender, and sexuality in CoG games. But in this thread , @FairyGodfeather noted that they also like having control over whether or not the main character is willing to drink alcohol or eat meat. That seemed really reasonable to me, and I can understand how a player would feel very strongly about controlling those aspects of a character.
But giving the player explicit control over those aspects isn’t standard in CoGs. So I started wonderi…
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