I originally stumbled upon choice games when my old gaming laptop died and I replaced it with a Zenbook that had a crap video card. I needed something to play when I didnāt feel like getting on my desktop. Enter CoGā¦
When I play a game, I see it as RP game. Doesnāt matter if itās something like Dragon Age, where I can customize my character or Assassinās Creed, where itās a preset character. To me, itās role-playing, and as long as I can relate to the character, I can get into it (sometimes I may need to add my own head canon side stories, as I did with Fallout: New Vegas, but the foundation is the same). Taking that same method into CoG games proved interestingā¦
I found that, with choice games, I like them for a combination of reading and playing, but lean more toward the playing. That said, I hate stat raisers in text games. Itās boring, forces me to create a MC that is one-dimensional in order for them not to get killed or get a crappy ending, and usually lacks in storyāand in enjoyable NPCsāas a result. The first CoG I played was a stat raiser, and I hated it. Part of the problem is that you never know what choice the author will relate to what skill/trait, so your MC goes with what they know and finds out they did something they didnāt mean to do, simply because of āwording.ā
I almost gave up on text-based games right then and there, because I was that annoyed. I donāt have a great deal of free time and donāt like wasting what I do have on āentertainmentā I have to spend hours replaying because my MC made one wrong choice (this is one reason I really wish CoG would implement a save system at the end of each chapter, because I have several unfinished games due to this and wish I could get my money back). But I did try a couple of more and found a couple of gems. Why do I play them?
An MC that isnāt so blank that it feels like Iām playing a cardboard cutout, but leaves enough for me to tweak so that whatever MC I create for the game still has decent control over their actions. NPCs that are complex, relatable, and feel like real people instead of cartoon tropes. A plot that, while being shaped by the MCās stats and choices, doesnāt feel like a rigid stat testing mess where your MC dies or fails everything because they arenāt one-dimensional cartoon heroes. A world thatās rich and different enough to transport me to its surroundings, but not so bloated that I feel lost reading the story. I want to play the game, but I want it to feel like a book that my MC is guiding, if that makes any sense.
One thing I will sayāI really wish a game would let you set up your MCās personality at the beginning of the game and use that to flavor text while still allowing the big choices/dialogues to be choices. The thing is, for those of us who RP, we know who our character is, so let us tell the author. We donāt need choices to shape personalityāfact is, serious people can be sarcastic, stoic people can be friendly, and grumpy people can be soft. Just because their default setting, so to speak, is one way, doesnāt mean thatās the only thing they know. Being able to do this at the start would make RPing some of these games a lot more fun.