I’ve used this structure in a couple of other stories as a way to make the most of, “how do you identify,” though that particular phrasing has fallen out of use.
It seems like a useful shorthand not just for pronouns but for any other details relevant to the context of the introduction. Pronoun of place, pronoun of faction, it gives people the chance to self-sort, self-label, and self-associate. If they want to. “I’m a local,” “I’m a city boy,” “I’m on your side,” “I’m not on your side but I wanted to do you the courtesy of letting you know before we open up the topic any further,” that kind of thing.
The player-character’s answer is pretty fixed – mostly to make my life easier – but it’s up to the player to choose the formal, self-revealing language or not. I’m hoping it’ll make moments when you don’t get to introduce yourself feel more loaded and more like a snap-judgement, but I might be thinking too hard about it.
The “date” chapter (1-on-1 time with your fav) is proceeding apace, with 3 of the 5 options sketched out. I want to thank everyone again for taking the time to play through the chapters we have so far – your comments on the feel of the game have been amazingly helpful. I’m thinking about all the little ways the town and the characters can be more responsive to your choices.
I think this will be an excellent turning-point moment in the story and help clarify which sub-plots are available, as well as which NPCs are the most personally invested in that plot. My goal is to provide enough hints along each path so that even if you miss something, you have a general idea of where to find that thread and pick it back up.
Hi friends, this update includes Chapter 6, the “first date” episode. Spend one-on-one time with different NPCs to learn more about them, their goals, and how their stories connect to the broader plot. I wanted these to feel different and customized within the larger framework of the relationship(s). Let me know if anything is jarring or throws you out of the moment.
Verb agreement for neopronouns is still in process. Thank you for your patience while this gets fixed.
Progress continues! Each branch of the story should have hints of the other branches so if you’re left wondering “where do I see that part of the story?” you’ll know which choices to make on your next playthrough.
Fun facts thus far. Word counts include…
ch1, 27k
ch2, 24k
ch3, 8k, dun dun dun
ch4, 18k
ch5, the “date” chapter, which contains 5 distinct episodes, clocks in at 23k.
Lore repository: lives in Trello, because someone has to wake up every morning and choose chaos.
Notion: limned with dust, forlorn and unused.
Never underestimate the importance of small character details. Every NPC carries a clue.
Laryn’s flask, man… what’s in there anyway?
Everyone’s favorite kid sister aces survival camp.
Adding some unclickable choices to hint at the surreal powers of flying solo.
Slightly related, hope you’re not afraid of heights.
The issue with interactivity in fights is improving. They play out more like a conversation where you can choose customized responses to situations. How brazen/cagey you are influences your personality stats, aka, how other people perceive and respond to you.
Unsure how to handle this in chapter one, where it’s more like a cutscene. On the one hand, an explainer might be beneficial for styles less obvious than “combat,” but on the other less interactivity means less urgency. On the hunt for games that struck this balance well during intro chapter(s).
Amazing story, reminds me a lot of the Witcher. I love the monsters and the characters are quite interesting. I’m so sad I couldn’t help Jennit (or is there a way to rescue him? And Ineyd seems so off, maybe partly something monstrous? I’m looking forward to more
Working out some pacing issues to find the right balance between “rich and full of side quests” and “stuck in adventure prep.” It’s been interesting to feel out the difference between IF and video games from a structural perspective.