1/3
3 Years of Service
Exactly that. AAA games with million-dollar budgets haven't succeeded in making 'every decision matter.' Often, it has been reduced to just a few decisions. It's simply not feasible to have thousands of different decisions in a game, with each individual decision having a noticeable impact on the story.I don't know if you understand how much of a nightmare that is gonna be in the future, unless this is going to be either a short game or a very linear game where your choices doesn't have that much impact outside of i want this girl in the harem or not
I seriously doubt that it will be any different here.
I'll be blunt: I'm not a fan of the system. Your assumption here is also wrong. You build a dialog tree precisely to avoid having 40 or more options in one dialog.I believe a menu with choices is too limited and quite boring to be frank. In here you can glean certain information based on their responses, you would not get with a choice menu. And since a lot of questions have a wild variety of answers you can give, it would require a choice menu with 40+ options, which would be rather jarring to look at.
As far as good direction guessing goes, I made the questions rather straight forward and most characters have their emotions on their sleeve, so it shouldn't be too difficult to guess what response they want to hear.
And besides, it's not the way you conduct the dialogs that has to be captivating, but the dialogs themselves have to be captivating.
Instead of having a branching dialog tree, you have a flat line of dialog.
Nobody says that the player has to see all 40 dialog options at once. No one in their right mind, or who can write, would do that either.
Instead, you put the question of why the NPC is wearing swimming goggles in the first three or four dialog options, and when the NPC then reveals to the player that he is in the swimming club, you can give the player the question of whether swimming is his hobby as an option in the current part of the dialog tree. But you can also just write the dialog without player input instead. Nobody is saying that the player has to have a dialog choice after every second sentence, or that he needs a large selection of dialog options.
I don't know where you got the idea that you need 40+ dialog options. Why isn't it enough to have only 4 or 5 options with the same information behind them? To me, it sounds like your system is complex for the sake of complexity, not because it makes your game better.
What does your game gain from this overly complex system in which the player has to guess and in which you have to point out what he has to enter? Why do you think this would be a good game system?
What advantage does your system have over a normal dialog tree with branching selections?
In my opinion, there isn't one. I would really reconsider whether the system makes sense, and whether a normal dialog selection with a dialog tree wouldn't be better. When I see how many reactions you have just to know whether the player needs a tutorial or not, I wonder if this is really necessary, especially when 99.999% of your players would probably not have been bothered if you had given a simple choice between yes or no.
In most cases, less is more. But that's just my opinion. You decide what your game looks like and what features you offer. If you think your system is best for the game, then use it. But be prepared that, at least in my opinion, it will probably not attract many players, but rather scare them away. But I'm happy to be proven wrong here.
In any case, I wish you and your game good luck.