I have been thinking about it, one of if not my favorite IF game (I, the Forgotten One) completely lacks them. I have read dozens if not hundreds of people saying that having stats-based choices usually punishes people for playing dynamically… Why are there so few stat-less games? I don’t even mean truly stat-less, but rather percentage-less I guess?
This isn’t to say that you can’t have any character customization of course, but why are there not more games where instead of having to pick “Charismatic option” 100 times to be seen as charismatic, instead you can just select to be a charismatic character? Is it something other people also want to see more of too?
I ask this because that way, your character can act the way you want to and then you can select your choices freely without having to look up guides on ‘which stat does this raise again?’
What do you think of this extending beyond just personality/characteristic stats into romances? I had a few different ideas on romances. Like, The Soul Stone Wars and Wayhaven Chronicles both use a point system. I think that is pretty nice, but what are thoughts on just selecting attraction toward one another? I read a visual novel called Our Life: Beginning & Always (which I very much recommend) and they basically let you just select how the player feels, and the romantic interest reciprocates the MC’s feelings. I think one of my favorite things is that the Wayhaven Chronicles removes the relationship points once they are romantically interested so I can just freely interact with the RO without stressing about it.
Reason for my inquiry to the world:
I ask because I’m currently writing my prologue for my own story, and I’m debating dropping stats entirely in favor of given “traits” a player can select instead. Additionally, I am planning for a ‘trait tracking’ system so the player can at certain points be prompted, “You knew yourself previously to be Optimistic, but recent events have made your mood more dour. Would you like to swap to Pessimistic?” So if a player recognizes themselves to be making a lot of differing choices, they have the option to change but aren’t forced to.
The only problem I see is that for traits to matter, I’m going to have to do a lot of writing. Because it basically means wrtiing a variation for each version of the MC the player selects. I’d have to find a way to reel it in I guess, I’m mulling over it at the moment.
Note: Thanks for reading this bloody thing, I know it’s damn long. I just want some insight from others I suppose. Also, apologies if it is incorrectly tagged, just let me know!