Maybe instead of asking “how can a good MC convince the RO to be good” ask “what about the RO would be appealing to a good MC?” Once you understand the elements of the RO that are appealing to a good MC, you can start playing with those elements to craft an arc for those players.
For example, if the RO does bad things for good reasons, you can play with the idea of intention vs action. If the RO is harsh/rude, think about why they’re like that. Do they grow softer with the MC?
Instead of changing the bad aspects of the character, try amplifying the good aspects. Those are why players fall for them anyway!
(If the character is truly just 100% evil, I’m not sure what to tell you ! Though I think you’d be hard pressed to find an RO without even the slightest hint of depth, considering how integral they are)
The idea that the RO can only be redeemed by an MC who acknowledges their own moral responsibilities sounds pretty solid to me.
In addition to @Anna_B’s suggestion above, maybe consider how to engineer the plot so that at least one critical ‘bad’ decision is unavoidable for the player; maybe their good intentions lead to a bad outcome, or a terrible mistake from their past haunts the narrative. Then you can set it so that MCs who double-down on their own moral justifications and perceived righteousness can’t redeem the RO. But MCs who turn around and take responsibility their own actions can inspire the RO to do the same. IDK, I’d play it.
I think part of my problem is that I wrote the Good MC playthrough in a very specific way, so I’m having a hard time seeing that a character who does not perceive themselves as even morally gray, that character can’t empathize with the RO. They can sympathize, but there’s nothing in their experiences that can lead to empathizing. What the RO needs in his pivotal moment is not someone saying “I understand but you need to change,” instead he needs someone to say “I’ve gone through the same thing and I’m still willing to change despite it”
What’s funny is that I was going to do something along those lines, and someone else mentioned in a different thread that they don’t like it when the MC acts fundamentally different from what they would do. Though a choice where there are no morally good options, even if it happened IRL, that’s probably what can help open up the “Let’s both be better people” ending to Good MCs
That’s the thing, you can’t keep everyone happy at the same time. So try to keep yourself happy. No point in writing a story that’s making the writer miserable.
I’ll only post the one time, since people asked for it: Amazon.com
As for the writing, I’m finishing up this chapter and realized that somehow, I’ve never done a nested choice before. So big shoutout to the ChoiceScript Wiki for coming in clutch again.
See, this makes perfect sense to me, and I would enjoy it much better than a morally pristine hero lecturing at their RO to be more like them, or else. But, shrug, I am a known nuance-enjoyer, so probably not the type of reader you’re worried about.
Addendum on my problem of trying to give the MC an incentive to interact with another character: would it be annoying to have a third character try to encourage that? Because that is absolutely what they would do, since they’re super exasperated that the other character is hiding from the MC and is using them as an in-between.
It’s a bit of a common technique used in “enemies to lovers” narratives. Hey, if it works it works. Though if you want it to be a bit more distinct, avoid pointing out the humor in that situation
I mean, Sparkgap (the spouse) and Nachtweber (the in-between) are BFFs, they wouldn’t be that combative.
MC, on the other hand…
Right. My point was more about that these two may be supervillains, but they’re actually friends instead of having that traditional combative “you dare?” thing where you’re constantly trying to one-up and backstab each other going on.
Some BFFs are constantly bickering with each other, both because they enjoy it and because they know their friendship is strong enough to allow for it.
One way to show that without losing that dynamic is to show that those characters actually do care for each other and drop the bickering when one of them is dealing with something serious.
It’s been… a whirlwind few weeks. Unfortunately, I’ll be winding down posting in general here but am sticking around to be a part of this lovely community.
Once in a Lifetime is pivoting to GameMaker Studio, as I simply need the resources and unlocked capabilities of a proper game engine which will allow for proper UI and complex handling of internal game matters.
I am beyond excited for its future, and will be posting on its Discord as well. I do believe there’s a thread for non ChoiceScript games, though I might be wrong.
I’d certainly still love support, but am unsure if it’d be a violation of rules to talk about a non CS game within this support thread.
That said, I figured I’d provide this update as I’m eager for Once in a Lifetime’s future!
There are people who have posted in this thread about writing projects that weren’t ChoiceScript games. I’d suggest that as long as you’re talking about topics relevant to creative writing or choice-based interactive fiction in general, you’re probably fine. And when your game is finished, you can post about it in the “Other Interactive Fiction” category.
I’m… truthfully unsure that it would be IF. It is largely text-based still but has a UI now proper, and is far more game than anything remotely interactive fiction, (but has tons of creative writing and content!)
If you’re ever interested in putting up a demo, I would still be interested in looking at it! I actually really like your ideas for it, I’ve been wanting a more detailed version of a life sim.