The gamebook that I have been working on deals with a lot of dialog. I wondered how much people care about there being choices on what their character says when speaking to someone or rather a love interest. Or would it be fine to leave a lot of choices out?
I really want the reader to pick the flow of how the relationship goes but it can be hard to make a lot of choices in dialog because it can branch off so much…so certain information might be given during the dialog which can then affect a latter conversation which can get very complicated… I also don’t want to make a bunch of fakechoices because the flow might not be as good and end a certain topic too short.
So I wondered what anyone else did about this kind of thing?
I know I can use the *hide_reuse command and force the reader to go through every possible topic in conversation (like when asking questions) but that still doesn’t allow for a change of direction.
My gamebook is very character and relationship driven so I want to do things well! So any tips would help :]