I’ve noticed something as I write my first project for choice of games, and it’s becoming more and more difficult to ignore as time goes on.
Is there such a thing as having too much book in these games?
Choices for me should alter stats or create branching paths, as I’m sure many of you would agree. The issue with this is that I also find it inconvenient to create these type of choices constantly while I’m in the groove of writing.
To further explain, I find myself writing for long periods of time without adding a choice. This is because I want to create a good lead up before my next planned major or relatively minor choice. The issue lies within the third or fourth page break, where I begin to feel it’s been too long since I’ve last given the reader a choice; I know the main point of choice of games is the choices and I don’t want this to become solely a novel.
However, creating empty choices for the sake of filler I’ve learned can bother readers. I also personally find it bothersome to force choices where they’re not meant to be; on a regular basis at the very least.
I suppose where I’m getting at is this: Is there a point where a CYOA game can lean too far to being a regular novel or am I just too worried about this since I’m viewing it from the writing perspective? If it’s the former then I’d appreciate tips I can use to get past this hurdle. Thank you!