December 2025 Writer Support Thread

How do you all feel about failure. As in a player can die or in some way end the book prematurely.

I’m torn because I feel that wouldn’t feel good as the player, but also it would give a genuine feeling of jeopardy, setting a real failure state. On many games I’ve played/read I’m quite happy to throw my MC onto the pyre as I know he’ll survive which can make the stakes feel quite low. The book ending there and then with a stupid series of decisions would have depth. But also be frustrating?

In my game it would be getting kicked out of the academy or dropped from the team entirely and your football career being over.

Good idea or terrible?

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If you want to give the player that threat of failure, I’d say do it - but give them a safety net too.

Choicescript has a built in checkpoint system now. I’d advise giving them a checkpoint at every chapter, letting them save in multiple slots (especially if you can render a game unwinnable and not realise it until the next chapter) and making sure they can reload if they fail - or whenever they want, really.

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That does sound ideal l, I’m glad that’s a system that’s been added.

I would give the player every opportunity to avoid that scenario, it would be made very clear where they were heading, I would hate a game that suddenly ditched me with little to no warning or for reasons I didn’t understand.

Thanks!

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Yes please! I would like that very much. Thank you.

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I was toying with this thought the other day, and I guess it would depend on how it will manifest as a relationship in the story. Is there an inevitability to the relationship developing from friends into romance, or does it take a series of specific actions to trigger? Can you be just good friends but have a wild fling with another character you barely know?

I think personally I would use them in combination, checks to assess whether the player wants to initiate a romantic development, then perhaps 2 incremental stats for friendship and romance progression and how that might influence outcomes.

For context I’m currently plotting out a story where relationships can be for convenience as much as passion, so they need to be able to respond/develop quickly under certain circumstances whilst slow burn for genuine ones.

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I guess that is something that I should have to consider. Currently in my story plans, certain ROs have different-ish methods of romance. One is a very slow burn, one is (potential) ex trying to get back together, one just sees you as a(potential) fling and nothing more, and one hates you for some valid and invalid reasons.

So it’s best to go case by case with them.

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I’d lean more towards a separate flag for romance vs friendship, and then you can use that relationship bar to track the general level of closeness or whatever. That way you can still invest in the friendship and have it develop without accidentally being forced into a romance

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I have enjoyed stories that do both.

Not having a fail state can be enjoyable because I know that all I’m exploring is different paths. I don’t need to worry about the stats or making the ‘right’ choice.

Having a fail state means that I sort of min/max a little more because I want the best ending. That being said, it definitely can add a feeling of accomplishment when I’m ‘winning’ and coming out on top of those checks.

So at the end of the day, I guess ask yourself If you want something that feels like a game to win or like an exploration of paths.

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Oh excluding what I have asked, I already have them separated but it’s an end all be all check instead of a progression one.

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In today’s news, I hate updating Node… but at least I had a headache already, so it wasn’t giving me one!

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Just wanted to share that after 7 years, My Best Friend is nearly done :slight_smile: In fact, once the gameplay mechanics and stats are tidied up, that’s it! I’m really happy with the story now. Particularly, the new chapter written since February feels like what it was missing and building towards all along. I had a bad heartbreak then, so this…isn’t a consolation, but it’s something.

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A week into December and I find myself rethinking my approach to writing and overall work ethic.

Over the past year, I’ve written about 240k words for my current WIP. My pace is slower than it was when I was writing Saturnine, and yet I find myself going back (either to fix bugs or add content) more than I used to. Maybe I’ve grown more critical of my work, maybe this new project is harder to debug due to its complexity, or maybe it’s just a matter of me having less time. Or maybe all three.

Either way, I find myself not quite satisfied with either the quality or quantity of my work. I know the wise, principled thing would be to slow down and carefully polish each update before publishing it, but like…look at where we are. Everyone expects humongous wordcounts and frequent updates, and I’m officially in the business now. Which also means getting published is no longer a theoretical prospect, but something I have to think about, and I keep weighing the needs of the story against what’s popular at the moment and what HG is likely to accept and…

I think I’m headed face-first toward complete burnout at this rate. I know something has to give, but nothing feels right to sacrifice. If there’s some writer wisdom™ I should have, beyond the stuff you can get anywhere, it would really come in handy right about now.

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Speaking of revisions, I’m doing some, and I absolutely do love how my new submarine-spaceship theming feels.

Bonus points for how this scene always did loan from that particular thing.

“Is that a freaking sonar they’re using?” Commander Sol asks, looking flaggerbasted. “How does that even… nevermind. Dive! Dive! Dive!

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I just ignore the long word count and frequent update thing. If people have unreasonable expectations, that’s too bad.

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ur snippets always have such great comedic timing, which is always so cool to see in a written medium.

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I know this might come off hypocritical, given that my past two games were a combined total of like, 2.6 million words, but the truth is, I don’t really care that much about word count. I just write until I have all the features and plot and characterisation I want down. The style I revert to has something to do with it (although Shadow of the Eagles is a bit sparser), but really, I don’t even think of the word count aside from when it comes to my daily quotas, and the marketing copy when I’m done.

That’s the secret to my gigantic wordcounts: I don’t finish until I’m done. Nothing more than that.

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What I find funniest is that it works only when I’m not aware I’m doing it, and then I in 99% of cases can’t even see it even when someone points it out.

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I also do not care about word count. I always replay games 20-50 times when I buy them. My favorites are well into the 100s.

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I also don’t care about word count. I’m aware that The Frontier is going to be massive and a multi-million word project by the end, but I planned for that simply because I want to make what I want to make.

It’s funny, Estheria has always been my magnum opus and I want to bring it to life, but I’ve ended up down a winding road where I’ve been working on Estheria books but leaving the game part out until I get it just right.

As a bit of a retrospective, multiple stumbles ended up directly to my benefit:

  • Estheria: A Realm Divided taught me how to build basic ChoiceScript. It also gave me the ability to begin learning proper development logic and better math skills. Separately, it taught me about announcing a project far too early, and of how I shouldn’t put deadlines on myself publically until I’m ready.
  • In turn, I began development of Once in a Lifetime. Once in a Lifetime taught me so, so many things. I learned how to properly split project structure. I developed dynamic generation capabilities within ChoiceScript and optimized it so that way slower devices shouldn’t chug, which was critical as I learned proper refactoring. I learned how to create a self-repeating game-loop where the game can simultaneously move forward while returning to an updated main-screen, which became critical knowledge. I polished my ChoiceScript understandings, and I’ve learned how to better manipulate ChoiceScript in unorthodox ways.

This brings me to a project I honestly never envisioned, especially if you asked me three years ago, and that’s The Frontier.

I just… love space titles, especially simulation. However, they take ages to develop, require massive budgets, and until recently technical limitations prevented them from properly firing off. I got the idea in my head while playing Star Citizen of making my own text-based version, and next thing I knew I was down a rabbithole of lore development.

I directly applied prior knowledge of code polishing and deep technical understanding from Once in a Lifetime to prebuild a foundational file structure. From the get-go, I worked to develop inventory that was as optimized as possible. Using modular code I stripped out of Once in a Lifetime, I was able to produce dynamic event generation, and the self-functional AI code that I built for family members within OiaL directly influenced my construction of poker’s dynamic AI.

Estheria’s failed attempt at turn-based combat has led to all of my early foundations for turn-based combat in The Frontier, because I’ve cut out the biggest pain in my ass, which was having multiple party members that the player could directly control. Instead, I’m developing custom AI and personality types for AI controlled party members while allowing their equipment to organically adjust and grow alongside the player’s development without direct control. This circumvents multiple limitations that were encountered when working on the systems within Estheria.

Apologies for the rambling, but it’s funny how projects that I thought were my everything ended up being stepping stones to the most complete project I’ve ever built, and I’m really just getting started.

Above all though?

I’ve learned that it’s ready when it’s ready.

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I do care about word count to a degree - that is, I have a rough target wordcount for playthrough length, because that plain affects everything about writing the story.

Haha! Classic modder saying. :face_with_tongue:

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