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Do you prefer games with multiple choices that affect the story or a linear story where choices don't affect anything?

  • Thread starter Thread starter Knz
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I think your thinking is misguided. We have to be realistic with development of amateur AVN games too. So, a central linear story is always a strong point and what should be expected. If there are choices that change something, then they should be minimal, or the story would degrade to crap.
Of course, if we have a high budget, we have a lot more liberties, but even then, choices tend to water down the plot.
If it's going to just be like that it isn't really a game.
 
If the story is good, I don't mind the choices not affecting the gameplay much.
If the story is about a self-insert MC, I expect a wild a variety of choices that have heavy consequences.
 
If it's like a linear story but you make the wrong choice you miss out on something and it becomes a major inconvinence then I'd just rather no real choice, but if it's a choice that leads down differnet character routes to different ending for example then I like those cause it gives games some more proper replayability
 
i prefer with multiple path but those games takes a very long time to complete and most of them got abandoned before finishing.
 
I always like my choices to matter. Plus it adds replay-ability to a game if it's good
 
I prefer not to have too many choices. To get through all the paths is at some point more work than fun.
From time to time I enjoy even well made KNs just for entertainment.

The worst for me are games with lots of choices, where the result is totally unpedictable or even the total oppsite from what would make sense.
I believe, devs who make this, are sadists and like to make the players suffer.
 
Choices should always matter, but that's not to say every choice matters equally. I like games with a points system where choices add or subtract from a pool and depending on your pool, unlock or lock out major decisions.
 
I prefer linear stories since it opens up more to the writer's thought process from start to end.
 
It's bullshit when not making the "right" choice locks you out of paths, especially when it's like one or 2 times.
 
I prefer choices, even if the choices don't really affect anything i find they keep me from getting bored while playing
 
I don't mind games with choices - I kind of like them. It adds a bit of realism, but I hate missing content. That being said, I always pick the option that I think I would like more, so I just feel bad for the devs who work on a thing that I'll never see
 
I've experienced 3 kinds of games with choices:

- Illusion of choice: Where choices don't matter. If the choice isn't meaningful, why even allow the player to make choices.
- Choices matter, "lazy way": choice sets a variable and you experience or miss content depending on that value. I'm okay with this, although I prefer the third kind.
- Choices matter, "pro way": choices add or subtract from a pool of points, and you experience or miss content depending on checks to those values. Very popular mechanism in corruption games and sandbox.

There is another kind, the "every decision makes a new path" but usually it goes along the "what a mess of a game I made, can't even remember which path is which, imma call it quits" developer o_O
 
I usually like games without much choice because I just like to read the story and I end up using walkthroughs if it has too many choices.
 
I have no idea if I replied to this thread or not, and I'm not looking through 11 pages to find out, lol. For me, I want choices to matter. They don't have to wildly change the game, but I don't care that much for just reading a game either. I especially like choices that let me avoid characters I can't stand, but that's a bit of a different topic. I'm with Matt in not liking being locked out of stuff, but if it's a Renpy game it can at least be salvaged on the next playthrough.
 
I usually like games without much choice because I just like to read the story and I end up using walkthroughs if it has too many choices.
And that matters a whole lot as well. Too many choices can lead to a clusterf*** and really messing up a playthrough. Take Glassix, there are so many events that you risk missing an important LI moment where she's at the right place and the right time.
 
Don't really like having too much freedom. Just makes me stress out if i missed something 😅
 
I'm really weird about completing games, I usually go for 100%.
The weird part is that I want to read every piece of dialogue no metter how small the change is from a different choice.
Usually this does't end up working out and I still enjoy the games, but I guess I prefer a low amount of choices, or have choices that greatly alter the story.
 
eh i would say both and kinda depends on the game really something like a rpgs like witcher/fallout/baulders gate/telltale games/etc choice is fine but a shooter like doom/cod/battlefield/etc choice isnt really need. i would add puzzle games also dont need story choice but puzzle choice
 
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