Quick question about story requirements


#1

Hello everyone I’ve recently started writing a story in choice script and decided that as my first foray into this type of thing I didn’t want to use stats (seemed to complicate things for a first time writer like myself). My story is pretty much going to be choices and consequences. I was wondering if that is acceptable to post in hosted games or if I should implement stats in some way? Thanks.


#2

For hosted games you don’t have to use stats (The first game I started writing/didn’t finish originally didn’t have any). Buuut if you plan to publish via HG, most of the readers will expect it. You don’t have to, but maybe even just have a simplified one? (ie let people set their appearence and name, maybe a health meter, something like that). But the short answer is I don’t think it is an actual requirement.


#3

Oh okay yeah right now I have it where they can set their name and gender I was referring more to physical attributes like speed strength etc. Like if I lock out a potential choice I want it to be based on past choices not lacking strength for example.


#4

Choice of Games (details)

Hosted Games (details)

Writing for Choice of Games (guidelines)

Choice of Games (Style Guide)


#5

I’d say that stats can be divided into two (well, three if you include name/gender/eye-color/name things):

  1. Fixed stats
    This one is mostly used for a “have you/haven’t you” situation, thus they mostly utilize binary code (on/off 1/0). Stats like Name, Gender, Equipments, and “You have the key” fall into this category.

  2. Progressive stats
    These kind of stats utilizes percentage-value due to its nature: progressing it. Stats like Strength, Health, and Charisma usually fall into this category.

However, if you’ve a creative (and simple) mind, you don’t have to use % to represent your P. Stats. Story like Mecha Ace uses number count on its Strength/Dexterity/etc.
You’re basically setting the rule that:
0 = non-existent
1 = weak
2 = average
3 = master
999 = godlike

This way, writing stats can be fun and simple. You’ll still be able to write a story with simple choice-consequence system, without removing the stats. There’s no need to be afraid with tinkering the stats. In fact, as your first story, I’d recommend going all-out on writing and playing with ChoiceScript.

But then, you’re under no obligation to do it my way. Have it your way. Don’t write simply because I tell you these things and have your head under my spell.


#6

I would recommend using stats; from what I’ve seen, have just a few stats and variables can go a long way when it comes to writing more interesting, branching paths.

Of course, you’re under no obligation to do so. But, I will share the anecdote that I started my writing my own story somewhat recently too. I had next to no experience in programming before, but after a bit of tinkering, I was able to get the hang of how all of the stats worked. The general theme of what I’m saying is, “just take a little time to play with the code and get used to how things work.” It can go a long way.

Anyways, that’s just my recommendation. :smile:


#7

Yeah this was my experience too! Of course, I am still learning, but I never considered myself a computer person before starting here, and I doubt my past self would believe me if I went back in time and showed them my current stats screen, lol!

I would also say that even if stats aren’t important to the choices or story, they could still be a nice summary of an MC or the reader’s previous choices. Good luck!


#8

High-fives

Computers newbs for the win!

I’ll get to work on the time machine. :stuck_out_tongue:


#9

Thanks everyone for the input I’ve decided that adding stats would be the best idea. I never thought of doing the point system like @Szaal said and that really interest’s me. Hopefully I’ll have a prologue up soon so that I could get input on my writing and style. Right now im full of motivation so I wanna keep that up. Again thanks everyone


#10

The hype train’s shan’t be stopped. :mountain_railway:


#11

Stats can also be a way of keeping track of the consequences. Using the point system described above, you could have a “stat” that goes:
0 - you haven’t stolen any cookies at all; everyone trusts you.
1 - you’ve stolen one cookie from the cookie jar; people mostly trust you.
2 - you’ve stolen two cookies from the cookie jar; Sally is looking at you funny.
3 - you’ve stolen three cookies from the cookie jar…