As I am trying to write something, I had questions that popped in my head about formatting (I think it’s formatting anyways) and stat/class systems.
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Would asking a player to choice his ‘‘class’’ before starting that game look lazy and a weird way to integrate it?
I feel that no matter what way I add this ‘‘class’’ system, it would spoil some mechanics early and ruin the ‘‘wtf’’ moment. But if I don’t do that, the intro wouldn’t have enough personalized flavour. -
What about personality traits? Would it work fine if they weren’t introduced, but shown at the beginning so the player would have a different reaction to the intro. Or would it be better to add choices in the intro for the reactions instead and add the traits more fluidly later on.
Not because I wanna be lazy about it, but it would change the intro’s ‘‘ambience’’ and reaction by a bit
3.1. I’m also thinking about making it less ‘‘choices affect stats’’ and more ''your personality stats affect your reactions with your own choices. Which, tbh, sounds REALLY annoying to make, but it seems more realistic for personalization so that’s my problem. Any thoughts on that?
3.2. And so far, as it’s gonna be mostly fixed stats, some drastic choices would affecting them only.
I’ll prob make em in bold or somthing, so you wouldn’t have to go restart if you screw up your character traits by accident. Does that sound like a fair idea or would that make it annoying?
PS: Don’t expect a prototype in any form anytime soon though xd I’m aiming for a really long and finished ‘‘book’’ before going public with anything. Can always edit and scrap stuff later, as long as their is a good base.