I’m trying to take the middle road with CCH Part 2.
I have some motivation bars that track the first few choices, and then there’s a check (based on the highest of the motivation bars) that tosses a few lines of motivation-related narrative.
For example, if the player has been making choices that lean towards retribution/revenge against the bad guys, once in a while I’ll have a check that inserts some internal dialogue to the effect of “those jerks will pay dearly!” (worded more artfully) In contract, a player who’s been making choices more related to saving the innocent citizens of the city might get some dialogue like, “no one will die, not on my watch!”
I’m trying to insert just two or three such checks per issue, so not a huge amount, but just a little color flavor. And obviously if a player starts making different choices, bumping a different motivation to the top, then the color language would change at that point.
It won’t hide any choices or prevent players from acting as they wish, but it might (in the second half of the story) bring to the player’s attention, “Hey you’ve been hellbent on revenge this whole time and now you’re just worried about saving your friends?”
And some internal dialogue is really really overpowering. I’m reading Versus at the moment, which I’m quite enjoying, but I admit that the MC’s detailed and prolonged internal dialogues do make me feel disconnected from the MC.