Edit: This poll has been closed, thank you for voting.
I am afraid that my game might have too many choices…
I have been trying to make sure that 90% of your choices actually change the story somehow, but i’m starting to think that players are going to feel overwhelmed at the possibility of changing stuff with every choice and possibly messing up the story later in the game.
Here is an example:
you could cause a lot of chaos in a village to become more evil, unlocking more choices, but later in the story you wouldn’t be able to meet some characters and buy stuff from traders because the new mayor would be a much more strict and paranoid leader and the village would have a LOT of guards to protect it from things like you.
It is just that I feel horrible whenever I think about using *fake_choice or having pointless choices.
So, what sounds better?
What I have written so far looks more like the second option, and that is why I wanted to post this.
If people don’t say anything, the second option is probably what the game is going be, but I wanted to hear your opinions about the subject. Is it bad to have too many meaningful choices?
- A solid storyline where you make some choices about where it is going but in the end everyone gets the same 2 or 3 endings
*(This version would have more fake_choices and romance options because your choices would not deviate from the main storyline too often)
- A more dynamic world where things you do at the start can change the future completely, resulting in 10+ different endings?
(This version would make the world more dynamic, but your early choices could have heavy consequences later in the story)