Designing Narrative Choice - Add Branching Paths to Game Stories Without a AAA Budget ~ Design Doc

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Design Doc

Design Doc

6 жыл бұрын

Story driven games that let you make choices are great! But branching paths in games are tricky, and can make game budgets explode. How can you design game narratives to let players make big choices without a big budget?
Spoiler Warning for Telltale's Game of Thrones Series
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Пікірлер: 316
@sanny8716
@sanny8716 5 жыл бұрын
Now I want a game where an old guy asks you to go on an adventure, but you can just say "nah" and then it's like stardew valley or something
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
- "Stranger danger" - "coming" - (put it in) (excel Saga reference for the last one)
@1leon000
@1leon000 3 жыл бұрын
or, the player walks away, the screen fades into black (you get an achievement if the game is a steam game), and the game redirects you to the main menu
@sanny8716
@sanny8716 3 жыл бұрын
@@user-nf9xc7ww7m I just now see this comment, and I have no idea what it means
@user-nf9xc7ww7m
@user-nf9xc7ww7m 3 жыл бұрын
@@sanny8716 Old style game choice- select one
@andreasbrandstetter9272
@andreasbrandstetter9272 3 жыл бұрын
Star Wars Valley...
@TreyGamr58
@TreyGamr58 6 жыл бұрын
Don't you just hate it when a game shines the spotlight on a choice and hype it up to be something game changing but, in the end, barely affects anything at all?
@Gameshunter3012
@Gameshunter3012 6 жыл бұрын
S A C R I F I S E C H L O E O R S A V E A R C A D I A B A Y
@henrique-wy2mn
@henrique-wy2mn 6 жыл бұрын
mass effect 3
@HazmanFTW
@HazmanFTW 6 жыл бұрын
But I could get a Green ending or a Blue ending or a Red ending. Isn't that great? But in all honesty it's the same ending or you let the reapers win, which I think is better. If they had you win, or the reapers win as the two endings it would have been better overall.
@jdc1748
@jdc1748 6 жыл бұрын
The funniest part about mass effect is that is all they talked about with all 3 but the choices are literal fuck this alien shoot this alien when it comes down to it. I'd argue many indie titles do branching choices better than any AAA title.
@Edgewalker001
@Edgewalker001 6 жыл бұрын
They did give us the Citadel DLC though. That one was great...
@BellaOfBaritone526
@BellaOfBaritone526 2 жыл бұрын
I feel like this is why dating sims and visual novels lend themselves so well to branching narratives. The scope can be limited to only narrative, art and audio, for the most part. Everything else often fits in 'Ideal, but not Mandatory'. You can remove a lot more and still have the core of the game function as intended. Narrative choices affect the sprites, the backgrounds, the 'CG' artworks, the audio and what narrative you face from there onwards, but a lot of the production is low enough that even one person with a lot of free time, dedication and who has a relatively versatile skillset can make one. They often also include a 'skip read text' feature that allows you to speed through text you already read on previous playthroughs, without the worry of missing new text from a different narrative choice, which removes the 'sluggishness' of replaying it to get a different ending. It's one of the few genres I've found where one person making the game is a feat that I've seen accomplished more than once or twice, and still found the VN/Game to be engaging.
@kimora9627
@kimora9627 5 жыл бұрын
One thing that i hate about choice games is that if you make a choice, it makes you do the other choice anyways, for example, Choice: Go Out With Mike Choice 2: Stay Home Choice 1- YOU: Sure, Lets Go Mike. MIKE: You're in for a surprise Choice 2- YOU: I think i should stay home. MIKE: I insist you should come with me YOU: Ok Mike, Lets Go.
@Kat-pm3kd
@Kat-pm3kd 4 жыл бұрын
One sorta like this that bothers me a little is in Pokemon Super Mystery Dungeon, where at one point your partner asks if they are annoying after being bullied. You can say yes or no, but even if you say no you character words it badly and makes the partner think you dislike them too. Its good for the story and somewhat makes sense as its a misunderstand rather than "ill say yes anyways", but it's still kinda bothersome I guess. The PMD games are full of these options the more I think about it, but that one always sticks out to me
@bificommander7472
@bificommander7472 5 жыл бұрын
The multiple endings based on your last choice is indeed easy to make, but it's often one of the least satisfying choice systems. That ease with which you can reload your save and pick a different ending is precisely why it doesn't feel very meaningful. That said, there is still a better and worse way to use it. You want to avoid what Yahtzee called the Endingtron 3000, where you pick one of several buttons to press after the game is over to get a different cutscene, a la Mass effect 3 or Deus ex 3 (making the ending cutscene nearly the same with a different voiceover or color filter doesn't help). The first Deus Ex was much better, since you had to play the final few levels differently to get that different ending.
@JohnDoe-ys1vb
@JohnDoe-ys1vb 5 жыл бұрын
I think the other choices in Deus ex are a lot more interesting, characters will comment depending how much force you used or how stealthy, or if you completed or skip primary objectives, and even the order you meet people in. This all makes the world feel super reactive you every action, although I think it drops off a bit after Hong-Kong
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
Wasn't it star ocean 3 that gave you narrative choices that only affected which character you would have the end scene with? Peppita, Maria, Sophia, or all alone because you hated on all of them. 🤪
@DarthBiomech
@DarthBiomech 3 жыл бұрын
Maybe make some choices in the middle of the game that does not affect the overall story, but count to decide which endings you can choose from at the end? OFC this can be done in a bad and lazy way like with the ME's "save both races" or the green ending being locked away if you have not enough stat scores (That's aside of the fact that ME endings are the worst in themselves). What if instead the endings were decided on a couple of choices the player had to make earlier in the game, that seemed to be inconsequential but get recontextualized when you get at the end? Maybe some seemingly ordinary conversation you get at the end of some side-quest plants some ideas and knowledge in your character's head which then allows them to realize that they can make the third choice at a crucial moment later. alternatively, with the ME example specifically, make the blue or red endings to become locked away if the character's too far into the renegade or paragon side of things, making the middle-ground balanced playthrough feel like a viable option with it's own rewards.
@cosmic2750
@cosmic2750 3 жыл бұрын
I agree, tbh. Long term consequences are the freaking BEST, and when you cannot figure out WHY the choice you made led to this consequence? Oh god I LOVE it when a game does that.
@kylemcbee170
@kylemcbee170 6 жыл бұрын
I think Oxenfree is a great example of choice in a videogame. Every single choice you make has only a small effect on the overall outcome, but the experience is different with every choice. They feel like normal everyday choices rather than super important game changing depending on what you pick kind of choices.
@corruptedteka
@corruptedteka 3 жыл бұрын
That's interesting, I'll have to look into this. Any other recommendations for interesting choice systems in games ?
@HazmanFTW
@HazmanFTW 6 жыл бұрын
Well if you stayed as a moisture farmer, the stormtropers would come and you would have to fight them off and it would probably re-join up. Either a fight with the Stormtroopers using farm equipment (idk?), or a fight with Old-Ben Kenobi.
@dragoniraflameblade
@dragoniraflameblade 6 жыл бұрын
Harry After fighting off the Stormtroopers, your family still dies and you look for Ben. You find he was killed by Vader anyway after you kinda bumble your way through to save the princess and such. It would be interesting to see Luke try to navigate the unknown without the hand holding.
@cheesecakelasagna
@cheesecakelasagna 5 жыл бұрын
I legit wish this concept happens.
@kimballbelliston5925
@kimballbelliston5925 5 жыл бұрын
Or the death of your family forcing you to join Obi Wan
@Funkopedia
@Funkopedia 5 жыл бұрын
Smart thinking!
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
Or the stormtroopers come back and claim a jedi named obi wan had hired sand people to kill his family. Now Luke joins the imperial forces to weed out the rebels and restore peace to the galaxy. Its all a matter of point of view (paraphrasing obi wan).
@cheesecakelasagna
@cheesecakelasagna 4 жыл бұрын
7:00 Just mentioning the west-east direction change to accomodate in-game lore/logic gives me the chills. It's such a genius AND inexpensive game design choice. I'll definitely check the game out! It reminds me of Final Fantasy Tactics Advance, which is one of my favourite games as a child.
@macbeth6164
@macbeth6164 6 жыл бұрын
I’d like to mention the Zero Escape series. You have to make choices, but you have to make _all_ of them to truly experience what the story has to offer. Nice video, you’ve got a sub!
@Silvergrooves42
@Silvergrooves42 6 жыл бұрын
You can also see clearly that the visual design and polish goes down each game as the number of possible choices increase. Leaving aside whether or not the later games are worse or not, it's something that I think is pretty obvious. More choices= more things to animate = less quality. But the series as a whole is still awesome :D
@ReuelRamos
@ReuelRamos 5 жыл бұрын
The saddest thing about the series is that I can never replay them again with the same feelings as the first time playing it D:. Unless I come back to them 10 years after. But even then, I'm pretty sure I'd remember a lot of the game. Sadly, it doesn't seem that there will ever be a forth game in the series. :(
@rkken
@rkken 4 жыл бұрын
@@ReuelRamos well at least we have ai the somnium files (from the same writer)
@a.dennis4835
@a.dennis4835 4 жыл бұрын
To me, this dragged out the game and made it a slog to finish.
@rjd-kh8et
@rjd-kh8et Жыл бұрын
Although in 999, you don't want a sub ;)
@frkn3856
@frkn3856 4 жыл бұрын
Minecraft Story Mode,make choices that don't affect the story's outcome at all!
@sneakyracoonyt3280
@sneakyracoonyt3280 3 жыл бұрын
They do at some point
@sapapple8616
@sapapple8616 3 жыл бұрын
That's false
@frkn3856
@frkn3856 3 жыл бұрын
@@sapapple8616 The ending always stays the same
@remtgm3417
@remtgm3417 3 жыл бұрын
They do at some points
@sanfransiscon
@sanfransiscon 3 жыл бұрын
TellTale narratives are structured like a diamond: start from one point, spread out in the middle, and then those branches converge at the end. The choices are about player expression and changes within individual arcs.
@clashmanthethird
@clashmanthethird 6 жыл бұрын
The Fallout games have a really clever way of making choice feel important with the slideshow endings. They tell the effects and aftermath of your choices and actions, making you feel like you had an actual impact on the world with barely any extra work required.
@CidGuerreiro1234
@CidGuerreiro1234 6 жыл бұрын
Dragon Age does that too.
@danielmallory4687
@danielmallory4687 3 жыл бұрын
Barely is a bit of an exaggeration it just takes less time because the animators are barely involved if at all the most time consuming part of game making the programming takes about the same amount of time and voice acting is different but similar
@coolkiddo3110
@coolkiddo3110 2 жыл бұрын
A lot of times the games will straight up TELL you what the consquences of your actions will be before you even make them. Like Yes-Man in New Vegas and Shawn in 4. It's probably the simplest way to give a player that feeling of "oh shit, what is the right move here??" right before making a big choice. There's no guessing what comes next, it's more like,, making a trade.
@AceAttorny
@AceAttorny 6 жыл бұрын
Mass Effect makes one very simple mistake in its system. It's too black and white. And you can't have that in a giant open-ended game like that. Oh, sure. They might make a token attempt to disguise this fact by calling the choices "Paragon" and "Renegade", but we all know what that really means. It's Good and Evil. But even though your options are labelled as such doesn't mean you automatically follow those moral sides. Just because I gave the orphan crippled child a piece of candy instead of spitting in his eye for no reason doesn't mean I'd save a serial rapist instead of letting him fall to his death. Worse still when refusing to do blatant dick moves nobody would ever do unless they actively go for all the dick moves screws over your option to be a hardass fast and loose cop later on. "What's that? You want to select that greyed out 'Execute criminal' option? Oh, no, remember that time you didn't step on that kitten's tail for no reason whatsoever? I'm afraid you're not evi-I mean 'Renegade' enough to do what you think is the best thing to do here. Also, 2 of your teammates are now dead because you're not good enough for the good option either. I mean paragon. Fuck it. Fuck you." arbitrarily limiting choice by a binary morality system is fucking awful. And the worst part is it only fucks up your experience at the point where a dedicated "good" or "evil" player would have racked up enough moral points to select a beneficial option, but you don't because you've been having fun and making complex decisions on a case-to-case basis, which is almost always tens of hours into the game already. A good or bad morality system doesn't work because there will always be options that nobody would pick unless they were only picking options of a specific morality to game the game, which is not fun. Furthermore, it's frankly insulting. Yeah, I decided to shoot the criminal holding the child at gunpoint. Who the fuck are you to decide to label that as evil? I thought it was the right thing to do in this specific situation. The best way to create organic choice is to have choices matter on a case to case basis, just as players would naturally pick them. If you track down the thrice-arrested, never-convicted serial rapist after his latest crime and choose to execute him instead of bringing him in yet again, DON'T label it as flat-out evil, add a bit to the character's evil meter, and have "good" characters react a bit less well to you and "evil" characters a bit better. Be a bit more complex. The people on the street like that you put an end to the problem, the justice system doesn't but can't do anything due to lack evidence, but warns you're on thin ice, your disillusioned ex-cop teammate is glad justice was served and sees you as a more realistic and serious man now, but your young wide-eyed protegeé is a bit less innocent and sees you as less of a perfect man. THEN it makes sense if later on the police won't let you have access to police files, causing you to not know about some kind of secret about your enemy, catching you off your guard, and getting your protegeé killed because he doesn't trust you anymore, after which your ex-cop teammate consoles you and you grow closer as a result. Afterwards, the city inhabitants might come to your aid in a dispute with the law. And it all organically flowed from your choice, instead of arbitrarily being limited in your own choices because you didn't make enough wildly different choices the devs put in the same moral alignment. Binary morality systems are the enemy of organic choices.
@Roxor128
@Roxor128 5 жыл бұрын
One problem I had with Mass Effect 2 was the moral dissonance between me and the game in the mission with the Geth faction. At the end of it, you had the option to essentially brainwash them or just destroy them. Neither option is good, but the game treats brainwashing them as if it is, because it gives you paragon points (at least, I think it does, from its position on the dialogue wheel). What the hell? I consider it the most evil option! If anything, both options should award renegade points.
@korynnininm
@korynnininm 5 жыл бұрын
Makes me think of fallout 4, specifically when you ignore a direct order from Maxon the highest ranking officer you meet in the game. YET He lets you come back with open arms.
@BigKlingy
@BigKlingy 5 жыл бұрын
The best example of choice I've personally seen in a game is the first Xenoblade's sidequests. Its main story has no branches, but its sidequests often have you make choices that unlock mutually-exclusive new sidequests and develop side-stories involving NPCs. All of these choices feel like Neutral vs Neutral, with no choice presented as obviously good or bad. A few examples: -Do you encourage an NPC in the first town to become a soldier or an artist? She finds happiness regardless of which path she ends up taking. -A widow is dating a new partner, but her kids don't approve. Do you help their relationship or mend her relationship with her children? -A 9000-year old cyborg has just moved into the town you've helped build, and made new friends there. Her power source is dying. Do you find the materials to fully recharge her, knowing that will mean she outlives all her new friends, or give her just enough power for one human lifetime? (I also remember a big sidequest branch occurring in the first town based on whether you gave an NPC a poisoned sword for a duel or had them fight it "fairly") Xenoblade X messed this up, which is strange because that one takes influence from more choice-heavy western RPGs. In X, 90% of choices in sidequests are "Several named NPC deaths" vs "Perfect happy ending", and all that does is encourage save-abuse.
@raven75257
@raven75257 4 жыл бұрын
Gamemaker's toolkit made a video on that topic, pressnting few games that did it well kzfaq.info/get/bejne/bLh4e5p-mdnNgIE.html
@cosmic2750
@cosmic2750 3 жыл бұрын
This is where Witcher 3 shines, and just the Witcher in general shines. In Witcher, its never about pure good or pure evil, its about the lesser and greater evil. Even a seemingly innocuous choice can doom an entire city (best example: The Velen choice, no spoilers if you haven't played the game)
@MicahBuzanANIMATION
@MicahBuzanANIMATION 6 жыл бұрын
Your videos have encouraged me to think more deeply about video games.
@redlock1353
@redlock1353 6 жыл бұрын
I personally think that players always want that "My Way" option from video games. When you have a choice to go in path a or path b, you always feel a need to go on path c. I think that this can be solved in dialogue trees by simply giving the player something like a second or third immediate turn. So usually dialogue goes like this. You talk, I talk, you talk, I talk and so on. I propose that rather than that, there needs to be a way to edit the players sentences mid sentence or add an action (hug, help, shake hand, pat on the shoulder, kiss, headbutt, bail, etc.), before the NPC can talk. A sort of puzzle to keep the player on their toes. Basically, the player might have to start a conversation by greeting, to set the tone of the conversation (cheerful, intimidating, professional, etc.), then the player can either ask a question, say a statement or leave the NPC to talk. Then the player can talk. Once you are given a question, the NPC will react midway through the sentence and give you a non verbal nod to what they think of the conversation. Then it is up to the player to act accordingly. Maybe there is a tense moment where a squadmate NPC is going through a rough time and you as a leader have to give them some comfort or wisdom out of scratch. (think something along the lines of Commander Shepard's speech at the end of Mass Effect 1, but with direct NPC contact) Like a mini game where you need to pay close attention to your squadmate who might start crying and you think, do I start talking to cheer them up, or do I take action and give them a hug? What kind of character are they? Do they need friendship, or reassurance that they'll get revenge? Do they need wisdom to help them deal with this, or a firm new goal to get their mind off this issue. Perhaps instead of having a vast skill tree for your squadmates, you can go talk to them and they will ask you about how what kind of direction they should go in. Say the player is a Berserker who needs a healing mage (Cleric). You could ask your Mage if they know any healing, and then they could low-key give you a mission to get some tomes. Maybe some backstory about how the Mage's father was a necromancer or such. Something that would otherwise seem forced if it was brought up anytime else. It would surely make skill trees seem less like a raw stat upgrade and more of a character development. The possibilities are so much more open than any other I can think of. Every conversation would make you want to know who this person you are talking to, not just from a personal point, but from a gameplay one as well. Cause in the end, the responses you make on your own are more powerful than any three choice system you can get. And although there are finite pieces to play with, in the end, it's like While it would be a little hard to deal with at times, it's basically just a modified if statement, so it shouldn't be too hard to incorporate. Just a little more time spent on aligning many differently formatted sentences into the same response outcome. Outcome gives NPC a status that affects behavior (mad, chill, happy, in love, angry, sad, etc.) and this subsequently affect gameplay, lines and plot decisions (say all squadmates and player have to vote on which path they take, and one headstrong squadmate will just flat out go against you, so you then take the most dangerous path). I wanna know if this makes any sense, so please feel free to write a comment.
@Dave-vy9yo
@Dave-vy9yo 5 жыл бұрын
You know, "Like a mini game where you need to pay close attention to your squadmate who might start crying and you think, do I start talking to cheer them up, or do I take action and give them a hug?" immediatly reminded me of Ace Attorney Investigation 2's Chess Logic (specifically, Sebastian's). Now, don't get me wrong, I know that, as a VN, its focus is obviously pure narrative so it's much, much easier to add such things to an AA game than even a (Black Isle/Obsidian) Fallout games, which are popular for their free choice making. However, my point is, your idea, which is good, but hard to make, has already been done under the name of Chess Logic, which proves that such idea can work in a game. However, Chess Logic is linear, in which, out of two or three choices there is a single correct one, and as an Ace Attorney, you will be punished for picking the wrong option, so yeah. Not as open as you'd like it. All in all, it'd be so complex to make such an idea with multiple choices, it'd be more of a single-game gimmick than a mechanic that could translate to other games, so if game developers ever pick up on such an idea, which, again, has been proven *kind of* possible, in a very simplistic way, it'd have to be on a linear, single choice fashion.
@anthonynorman7545
@anthonynorman7545 4 жыл бұрын
Did you describe a dating sim?
@shadowpod13
@shadowpod13 6 жыл бұрын
Going to your Star Wars: A New Hope example, there actually is that sort of choice in the movie. Luke chooses to go back home. But the movie does the same thing a lot of games do, it makes the final result the same: Aunt Maru and Uncle Owen die, and Luke goes with Old Ben Kenobi.
@chriswahl1337
@chriswahl1337 4 жыл бұрын
Very well said.
@HonaSoma
@HonaSoma 6 жыл бұрын
Zero Escape is also a great example of choice impacting the game through gathered context.
@NameEntry
@NameEntry 6 жыл бұрын
Jason Ihekona Especially the last game. It might be the worst of the three but those choices.
@doc8782
@doc8782 6 жыл бұрын
The illusion of choice is usually just as effective as real choice, the problems arises with replaying games. By now anyone who plays a telltale game knows that the choices will only change minor cut scenes or some dialogue, ruining the illusion. That's why pseudo choose your own adventure games often fail in that area, they market the choices as something that will have a huge impact and allow you to replay the games many times, when really it should be presented as a one time experience.
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
Illusion of choice. Should be the banner for american elections and primaries 🇺🇸
@Owen-zo3tg
@Owen-zo3tg 5 жыл бұрын
I like how the Shin Megami Tensei series handles player choice with the Law, Chaos and Neutral alignments. Particularly how they give the player a compelling neutral route that doesn't leave them under powered of unsatisfied with the story.
@vinicius8322
@vinicius8322 5 жыл бұрын
How they make in the end all outcomes seem fucked up in their own way, while still player rewarding, is just why it's my favorite JRPG series. Even party building, with demon recruitment, fusion and alignments, gives it a whole layer of replayability with the concept of choice, that goes really beyond narrative.
@greenbean501
@greenbean501 Жыл бұрын
the neutral endings in smt5 are kinda underwhelming imo. The normal neutral ending prevents you from facing the final boss, but the true neutral ending requires you to beat the super boss so you can just steamroll through everything
@Owen-zo3tg
@Owen-zo3tg Жыл бұрын
@@greenbean501 homie, my original comment was made before that game even came out lmao
@linkkicksu
@linkkicksu 5 жыл бұрын
I hate it when you are given binary endings. The worst are ones where you just make one decision at the very end, or played through a stealth game lethal vs non-lethal. Everything else up to that point from a narrative standpoint may as well not have even happened. That's why I liked New Vegas' ending where even though you have one major choice, all the other individual gray choices of who you helped or screwed over throughout the entirety of the game minutely shape how the wasteland will turn out at the very end.
@drowningin
@drowningin 6 жыл бұрын
lol 'Shadow the Hedgehog is TERRIBLE!' I laughed way harder than I should have
@MREXE
@MREXE 4 жыл бұрын
Well the Game itself is a joke and this is coming from a sonic fan lol
@G04-bt4bt
@G04-bt4bt 5 жыл бұрын
Ace Combat Zero is a nice example of a good use of an alignment bar system. You can progress through the game as either a Mercenary, a Soldier, or a Knight - As a mercenary, you earn more money, but enemies are tougher, as a knight, you earn less money, but enemies are easier, and as a soldier, it's a middle ground between both. All three paths are interesting to get through, because each of them unlocks exclusive planes and exclusive color schemes, each bring new enemy aces to fight, etc.
@royalrick1
@royalrick1 5 жыл бұрын
Ayy, someone mentioning AC Zero
@LIONREV7
@LIONREV7 6 жыл бұрын
There is an old game called Front Mission 3 which has 2 routes depending of your choices, and the party members of one route are the bosses of another. Thats was a really cool way to deal with this issue and i would like to see it again.
@egyptspivey777
@egyptspivey777 4 жыл бұрын
I played a lot of interactive games last year but the one I really enjoyed was Life Is Strange 2 mostly because every decision you made had an effect either on Daniel's personality or on his relationship with Sean (which determines how well he listens to him) or both so everything you do counts. And I like how they turned the "final choice determines the ending" on its head. Yeah you make that final choice but the ending you get is determined by how you've raised Daniel and I really liked that. I enjoyed season 1 but it always bothered me that no matter what choice you made the story ended in either two ways and I'm glad the developers expanded from that.
@Firestar4041
@Firestar4041 6 жыл бұрын
Having the final choice be near the end, for a specific ending, results in that ending not being properly earned, and the player will most likely end up not caring. If all they have to do is reload a save and pick another answer. Its eases gamer fatigue, but it also discourages replay, the big ending choice is at the end, no reason to play the game again. Shadows story failed part due to none of its bits having a proper connection. "Did bad in city? Now your in cyberspace! Did good in cyberspace? now your in floating ruins! Did good in ruins? Now your Space Computer!" Quality of choice plays a big part. Some of the methods shown ease workload, but from a players perspective, they can feel cheated on half the choices, and begin to question "Why even have choice?" Tell Tale is a good example of both 'how to invest the player,' and 'how it can all blow up in their/your face.' Walking Dead Season One still did a great job on characters and player interest, there were flaws here and there, but the characters were what carry it through. Others such as Batman and Game of Thrones (even other season of Walking Dead), end up fumbling a bit, making choices not matter cause they kept this plot line moving. You could be a saint of saints, but the game story still holds you as an evil monster.
@Purple_Sloth
@Purple_Sloth 5 жыл бұрын
Thanks for making this video, it can finally show some people who are deciding to make games that decide “oh, just add branching storylines, lol” is not an easy task.
@Edgewalker001
@Edgewalker001 6 жыл бұрын
Also there's Radiant Historia. One of the games that do time travel right. You can pick ALL the choices and then try to figure out which ones you should make to not die horribly or get blocked in your path =p
@Jornunvosk
@Jornunvosk 6 жыл бұрын
I was really hoping you'd bring up Dragon Age as a good example of player choice but overall I liked your arguments. You got a subscriber!
@hellfooliver1497
@hellfooliver1497 4 жыл бұрын
@Alex Hm yeah, I was thinking about it
@NameEntry
@NameEntry 6 жыл бұрын
SMT has has chaos, law, and neutral with each a significant story difference.
@pepperjack91
@pepperjack91 5 жыл бұрын
I think Radiata Stories is a good example. The narrative splits about 2/3 of the way through with one major choice and it completely changes which areas you have access to and which allies (there are like 100 total, I think) are willing to fight on your side.
@fern1146
@fern1146 4 жыл бұрын
As someone who wants to make indie games, this is a fantastic channel to subscribe to.
@porky1118
@porky1118 5 жыл бұрын
That's also one of the most interesting topics in games for me. It's really difficult to have decisions, that are not meaningless and don't result in too different or too many paths. I even wrote a very complex program to model very complex story relationships in a manageable way. In some cases I prefer, when the choice is not a real decision, but completing levels in a specific way or even losing, so instead of dying and retrying, you get a different story path. The problem from Shadow could be solved, when some decisions let you skip parts, especially the boring easy parts at the beginning, which also could cause more interesting difficult content or even additional content after the previous ending.
@tallulahlucy8051
@tallulahlucy8051 5 жыл бұрын
Did you ever make your program available for purchase?
@CidGuerreiro1234
@CidGuerreiro1234 6 жыл бұрын
Doki Doki Literature Club is the only game where the illusion of choice works in its favor.
@someguy5319
@someguy5319 5 жыл бұрын
I hope thats a joke lol
@kj6053
@kj6053 5 жыл бұрын
@@someguy5319 It's true though, it makes you think that your choices matter. When in the end they don't because Monika is playing with the game.
@kj6053
@kj6053 5 жыл бұрын
@@someguy5319 I feel like you misread their comment.
@msm3150
@msm3150 5 жыл бұрын
It's not the only game to ever play around with meta though. The VN Never 7 had a scene where you could guess what was for dinner and no matter what you guessed, you'd be right. This was to allude to the possibility that the MCs psyche was damaged and the entire story was a hallucination of a perfect world that he created to cope with trauma.
@stefbot88
@stefbot88 6 жыл бұрын
I'm so happy you talked about tactics ogre. I discuss this game all the time with my friends when they bring up games with narrative choices.
@cbmysteryracerDEV
@cbmysteryracerDEV 6 жыл бұрын
I've been working on a really popular Undertale fangame with a team over the past two years, so I've put thought into how I'm going to make impactful narrative choice in the game I'm gonna make after I finish the Undertale fangame, and one problem I noticed with some narrative games is that sometimes, one choice feels more effective and meaningful than the other. For example, it's pretty obvious that in Undertale, you should go for pacifist, which removes the moral challenge of having to make a decision of what the best choice is. Rather, I think it's best to construct narrative choice in a way where no one choice feels more optimal than the other. I wanna go for a "grey area", where both choices are different, but have their own rights and wrongs. This way, the choices given to the player are very difficult to make, cause it isn't entirely clear which one is the better choice in the end, which makes the choices given more engaging. Of course, these choices have to have some drastic effect on the story where the losses that come with choosing each respective choice make for a very morally challenging situation.
@aidenhanson884
@aidenhanson884 5 жыл бұрын
That is a very interesting concept... although in Undertale I feel like it’s intentional, because the “Definitely don’t want to do this” route is mostly a meta-commentary about how gamers will make choices they don’t want to make, for the simple sake of seeing what happens. “Not out of any desire for good or evil... But just because you can. And because you ‘can’... You ‘have to’.”
@21coute
@21coute 4 жыл бұрын
@@aidenhanson884 And? If that were the intention then that is some obvious and meaningless commentary. It would be a different story if video game choices had any real-world consequences, but they don't. It's just a video game. A video game's primary purpose is to entertain. If a player wants to go down a route to "see what would happen" because it's entertaining, then the video game is fulfilling its purpose. Basically, it's the super-obvious observation of: "video game completionists exist" or "making an evil character to blow shit up is fun". And you certainly don't "have to" - I don't know where that is coming from. Statistically, most players of any video game never finish them, let alone explore all of their narrative branches. That just sounds like emotional, meaningless fluff you slapped onto the end of your comment to sound deep.
@aidenhanson884
@aidenhanson884 4 жыл бұрын
@@21coute I never said I agreed with it, just that it was Toby Fox's intention. And the quote at the end of my comment is in quotation marks because that's a line of dialogue from the battle against sans. That's also why it's so fragmented.
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
Yeah, some game choices are ridiculous: Sarah: Do I look pretty in this new dress? You: - yes. - ... - dumazz dont need no dress up! (Slaps Sarah until she is crying) I know theres some Yahoo who would pick the final choice, but it just is unrealistic unless it's a pimp or sadistic game, not final fantasy or call of duty. Excel Saga joked about this back in the 90s and 2000s. Every choice in the visual novel had "put it in" whenever a girl (or anything that moved) asked you a question or came up.
@ThomasstevenSlater
@ThomasstevenSlater 4 жыл бұрын
An obsession with moral greyness with very disempowering. If a superpowered videogame protagonist person can't makes things stop being shitty then what chance do we have. The lesson these teach (possibly unintentionally) that it is best to be apathetic and any change you make will end up with everything balancing out the same, at best.
@zurenfenrir5855
@zurenfenrir5855 6 жыл бұрын
I like way silent hill 2 does its endings.
@bitterbatterdog
@bitterbatterdog 6 жыл бұрын
Dog is the best silent hill villain
@Reids0me
@Reids0me 2 жыл бұрын
Very awesome video, thank you for taking the time to produce it!
@Funkopedia
@Funkopedia 5 жыл бұрын
Just wanted to mention that vaporware doesn't mean a forgettable game, it means one that never materialized in availability. Otherwise stellar and engaging video. Would love to have heard more.
@zaeranos
@zaeranos 3 жыл бұрын
This video was in 2020 still very interesting to watch. Although I missed one example of narrative choice. The No-Choice choice or "but thou must" choice. This option is very easy, because it has only miniscule branching. The player is presented with a narrative choice, but if the player chooses the wrong choice; a joke narrative is displayed only to return to the same choice again. The player is kept in this loop (or in variations of the loop) until the player makes the choice that the developers want them to make. The Legend of Zelda and Dragon Quest are very good examples of this.
@hiperbird
@hiperbird 6 жыл бұрын
choices right at the end have no meaning if you can save. Looses all importance
@cheesecakelasagna
@cheesecakelasagna 4 жыл бұрын
Yeah, because with that, you can just replay your last save point to know what happens on other choices, but it robs you off the emotional impact of playing through the entire game with your original choice.
@FraserSouris
@FraserSouris 4 жыл бұрын
It also loses impact if you can't save. Playing through content you've already done just to do something different later can make most of the journey feel worse
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
So does youtube. Why play the game and grind for countless hours when I can just watch different cutscenes for branches on youtube on my couch without sore fingers?
@johnderat2652
@johnderat2652 2 жыл бұрын
@@FraserSouris So make a game where you can save, but you can only reload when you've completed the game at least once. So on your first playthrough, you can't load, but when you finished it, you can just choose a save from your first playthrough and reload it
@dragoniraflameblade
@dragoniraflameblade 6 жыл бұрын
Thank you for mentioning Chrono Cross. It seems like it's faded away from recent memory.
@DesignDoc
@DesignDoc 6 жыл бұрын
Felicity Swan I wished it would receive some type of remaster but it seems like there is some legal issues holding the series back.
@danielevans7439
@danielevans7439 6 жыл бұрын
Warbot That’s too bad. And if I recall, the Radical Dreamers re-imagining got a Cease and Desist. What a waste of an awesome world.
@Edgewalker001
@Edgewalker001 6 жыл бұрын
Yeah, like a dream upon waking... And then you find out it never really existed at all, and then all of a sudden it does.
@narwaltz1239
@narwaltz1239 5 жыл бұрын
Crono Cross had such a gorgeous ost
@hariman7727
@hariman7727 2 жыл бұрын
Chrono Cross just crossed over with Another Eden, so it's coming back into prominence.
@WinterFloof
@WinterFloof 5 жыл бұрын
I can't wait until you get 100K subs! You deserve it :3
@piguyalamode164
@piguyalamode164 2 жыл бұрын
A thought on meters: good/evil(or effectively similar paragon/renegade) is uninteresting and can feel like they trivialize morality So, first thought is to use orange blue morality meters Ie loyalty, empathy/distrust, initiative There are other ones you could do, these are just the first few I could think of The second idea is to use multiple scores to allow more actually interesting choices, and to be sure to remember to develop the middle. That way you have more of a choice besides "do I want to be good or evil" and that choice might represent something actually interesting in the game. Am I loyal to my questionable organization, do I trust people even though I have reason not to, do I take initiative and do things that will help my org even though they told me not to or didn't ask me to?
@Cman04092
@Cman04092 8 ай бұрын
I just had a cool idea to help the middle morality options, since the extremes always seem to give stronger options So, lets say the good option gives you more pure damage focus, and the evil is more debuff focused, you could make the middle have okay damage but also a focus on less intense debuffs with the damage. Example: good guys first option deals 1000 damage, bad guys is no damage with a 100% paralyze option. Nuetral you get 500 damage and a 25% paralyze.
@luismartinbatista705
@luismartinbatista705 3 жыл бұрын
Way of the samurai is a series of games that deserve more recognition for having some amazing branching story-lines
@gingycookiegaming8410
@gingycookiegaming8410 6 жыл бұрын
You forgot to mention Spec ops the line's way of making people think outside the box when it comes to choices
@DesignDoc
@DesignDoc 6 жыл бұрын
Unfortunately, I haven't played Spec Ops. I've heard some things but I didn't know that it played with player choice.
@gingycookiegaming8410
@gingycookiegaming8410 6 жыл бұрын
Warbot There's a choice in the end, but there are hidden choices in the game that require you to think outside the box
@ThexDynastxQueen
@ThexDynastxQueen 6 жыл бұрын
Warbot: The options aren't presented like in a Bioware game with a dialogue tree and such so often you won't even know you had another option but doing this adds to the game's overall narrative. Like GingyCoookie said you have to think outside the box. Its very interesting and you'd have fun analyzing it so you should play it if you get the chance. Also subbed, Merry Christmas everyone :)
@Rellik165
@Rellik165 5 жыл бұрын
@@DesignDoc Spec Ops is special in that the game rarely tells you when you have a choice, meaning that the player will just do what they think to do at the time. For example, there's this one moment where you are surrounded by civilians that miiiiiiiiiight be hostile. The game doesn't say anything, but you have the choice of either opening fire into the crowd or shooting into the air to scare them off. These choices don't particularly influence the overall story like the ones you described in the video, but it really shows what kind of person you are to yourself.
@hariman7727
@hariman7727 2 жыл бұрын
Spec Ops: The hypocritical guilt trip that's kind of ass when you think about it.
@MoufytheMoviestar-km2rs
@MoufytheMoviestar-km2rs 3 ай бұрын
BRO THE MUSIC AT THE BEGINNING IS FROM JADE EMPIRE!!!! FAV GAME
@hemangchauhan2864
@hemangchauhan2864 6 жыл бұрын
A small RPG called Age of Decadence, from what I've read, has done some incredible things with choices Also, HIGHLY Recommended watching *MrBTongue's* video on Choice and Consequences.
@grummdoesstuff2983
@grummdoesstuff2983 Жыл бұрын
I think one of the best ways that narrative choice was handled was in the horizon series. it doesn't effect gameplay all that much, giving you one helper npc in Horizon Zero Dawn or giving you a choice between a bow or armor set in Horizon Forbidden West, but the way you choose still has lasting impacts. the characters you interact with remember how you treated them and will respond to it even later on in the game. And some of the events in cutscenes change things later on in the games, though they are relatively minor ones such as giving another character a scar. But still, the system as a whole if unintrusive, still gives the player some agency over parts of the story, and can have a lasting, if small, impact in the long run.
@TodaysTuts
@TodaysTuts 5 жыл бұрын
Interesting stuff, good video.
@bificommander7472
@bificommander7472 5 жыл бұрын
If your game uses some good-evil meter, it really shouldn't be hard to let you unlock powers or story options when you are not-good and not-evil, instead of just good and evil. It solves a good chunk of the problems with that system, even if it still isn't very deep. But the only time I've seen this technique is in a single perk in Fallout 3. Maybe more games have it, but I didn't play them.
@Edgewalker001
@Edgewalker001 6 жыл бұрын
To be honest, one of the Bioware games that did very good using that tired old system was their torpedoed MMORPG, The Old Republic, more specifically the Sith Warrior storyline quests. The irony here is that it feels as if the writers were torn in two opposite directions with some quests feeling downright silly if you complete them using one morality choice over the other, but the ones I like the best are the ones on Tatooine. The reason for this is that they give you a genuine storyline reason for actually picking the lightside choices, even if you had been playing an evil brainwashed dyed in the wool Sith up until that point: They challenge you to pull off what a Jedi had done before you, and they do so in such a subtle way that I found myself actually enjoying it. So basically, they let you pick the nonviolent choices and still get a satisfying ending for someone desiring to play an evil character despite not force choking everyone you meet, which is a rare thing in such a polarized narrative. When I finished the main storyline on that planet I felt as if I had well and truly OWNED the Jedi, and their pansy-ass teachings, without killing a single one of them XD
@pippastrelle
@pippastrelle 3 жыл бұрын
I kinda want a game where you make a choice and everyone goes "Nah" and takes the other choice, but *the same happens if you choose differently*. The characters just hate you
@AlexGorskov
@AlexGorskov 2 жыл бұрын
Great vid!
@Swerik
@Swerik 3 жыл бұрын
I have now heard a big KZfaqr encourage and another discourage saving in branching story games if you can save, then the player will have it easier to see every branch without getting bored as easily. but if you can save, then the player has no sense of meaningful choices because if they don't like the choice, they just load the save-state. I guess that shows that there is never a right answer, just what fits better in that specific context
@who2785
@who2785 5 жыл бұрын
I'm a simple woman I hear DA:O main theme, I cry Great video, thanks for your work!
@ozeald.7586
@ozeald.7586 6 жыл бұрын
thank you for including jade empire's music!!! as a person who played jade empire countless times there is no way in hell i wouldn't recognize its music!!!
@DesignDoc
@DesignDoc 6 жыл бұрын
I personally have not played through Jade Empire but I have friends who are very passionate about it. The Mass Effect & Dragon Age soundtracks are strong and appropriate for the topic so I felt Jade Empire would fit as well.
@michaelodetola
@michaelodetola 5 жыл бұрын
You should do a video on emergent narrative
@yourcommander3412
@yourcommander3412 9 ай бұрын
Lets be honest if game let you stay as an moisture farmer it would last about a sequence of you checking a moisture pump - get attacked then it loops back to to "go with ben" progression tree. IF even that. I might just do a dialogue reply "But you must" or "Come back when your ready"
@jasonalen7459
@jasonalen7459 5 жыл бұрын
10:14 Vaporwave: "Doc, i don't feel so good"
@DesignDoc
@DesignDoc 5 жыл бұрын
"I'm Sorry"
@xhantTheFirst
@xhantTheFirst 2 жыл бұрын
On the subject of choice, I'd like more games to take a page from the Undertale('s neutral route) book, where it's not about chosing between the nice green option or the evil red option, but the choices you actually make in game, presented as gameplay options, that determine (pun intended) what ending you get. Disgaea DS has a similar mechanic, but I don't really remember any other game doing that
@austenmoore7326
@austenmoore7326 2 жыл бұрын
This would be super fun to revisit now that fire emblem 3 houses is out and did a really really good job of this
@DeepFriedOreoOffline
@DeepFriedOreoOffline 4 жыл бұрын
This video is extremely informative, and as an indie developer it is always nice to think about these things. However, the initial Star Wars comparison is a little laughable to me. Have you never played old Sierra games? When a game gives you a choice like "Go out and save the world, or stick around and be a farmer" that is not the game offering you 2 different games in one. That is the game giving you a chance to go against what it wants and spend a couple minutes (sometimes shorter) going through a little "easter egg" sequence before ending abruptly and starting over so you can go save the world... This is not a problem, this has been solved for over 30 years.
@HeyHey-jq5pc
@HeyHey-jq5pc 4 жыл бұрын
Does anyone know what kind of game engine an app like episode interactive might use?
@niadaniels1044
@niadaniels1044 4 жыл бұрын
Unity and ink or renpy
@EchoCaius
@EchoCaius 8 ай бұрын
It’s a war crime that Undertale isn’t mentioned here I’ve been playing the game all my life and I’m still discovering different outcomes your choices can make
@JeremyComans
@JeremyComans 6 жыл бұрын
Similar to how Ubisoft has put those alternate ending scenes right at the beginning of the last two Far Cry games, I think it would be really funny if a game had you make a choice like "stay home and don't go with Ben Kenobi", and it threw you into a simple farm management sim for a while before showing you the credits.
@maxamillion3437
@maxamillion3437 Жыл бұрын
The fact I heard the Dragon Age: Origins theme and immediately recognized it probably says something about me and my gaming standards...
@5daboz
@5daboz 4 жыл бұрын
TellTale is a perfect example how good stories can be ruined (but I still liked most of them) by letting you know in advance who will die. I dont mind spoilers, if game is fun, you will replay it. But I do not appreciate game pretending I am an idiot after repeatedly giving me a choice, only to take it from me. Every time I get a choice to save life again, my reaction is "ou, I wonder how the other one will die ... with who would I like to live a little bit longer?"
@lemmiix
@lemmiix 5 жыл бұрын
Does anyone have good tips of how to WRITE such a story for a game? I am about to created a pixel 2d game in which I want to have like unlimited choice for the player.
@user-nf9xc7ww7m
@user-nf9xc7ww7m 4 жыл бұрын
There used to be games that had verbs and objects on the side of the screen. You put together and either get a "that makes no sense" or action (eg "give Jacob spoon" for "Jacob thanks you, but is not hungry at the moment.") to a funny action (eg "give dog jacob" for "nom nom, Racob is rery rasty. Ruff").
@DarthBiomech
@DarthBiomech 3 жыл бұрын
Remember that the choice is not unlimited if you can't infuse a bicycle with the spirit of your great-great-great uncle to deceive townsfolk as a part of a snake oil salesman ruse
@skyboy7244
@skyboy7244 6 жыл бұрын
Tactics ogre looks like a cool game. I should get around to playing it at some point
@tomstonemale
@tomstonemale 6 жыл бұрын
play the psp version if you can
@R0CK3T_DEV_MUSIC
@R0CK3T_DEV_MUSIC 3 жыл бұрын
*Chill vibes outro music from Chrono Cross*
@Henkz85
@Henkz85 6 жыл бұрын
Another way for a AAA game to solve this is by doing what XCOM2 was going for. Make the game short with the implication that it's supposed to be replayed many times.
@BackfallGenius
@BackfallGenius 6 жыл бұрын
Great video. Until Dawn and Life is Strange also handled this very gracefully.
@julesthief
@julesthief 5 жыл бұрын
I'm not that familiar with Until Dawn, but I disagree with you on Life is Strange, especially with the ending. The fact that it boils down to a simple choice with the "correct" option making all your previous decisions obsolete. A few story points involving time travel also end up doing the same thing, making it feel like a waste of time and that my decisions have no impact whatsoever.
@johnderat2652
@johnderat2652 2 жыл бұрын
@@julesthief I'd like to disagree. Why would it worsen the endings? Real life is just the same, whatever you do, kill people, give money to charities, cure cancer, in the end, you'll die. But does that mean that it's okay to kill people? Just because all things will end at some point, it makes it okay to do horrible things? No, it doesn't. Well, in this game, it's pretty much the same thing. The endings being the same, doesn't matter the actions you did throughout the game, is not necessarily a bad thing. You did try to save Kate, you did choose to kiss that guy, just because they don't affect the end, doesn't mean they don't matter. (and actually, one of the endings, or both, don't remember, are affected by some of the choices you did, if you agree with Chloe every single time, never going against her opinions, at the end, you'll kiss her. So your previous choices did affect the ending). Whatever you do in life, it will all be the same, and that's not a bad thing, neither in life has in games. It's the journey and what you're doing through it that matters, not the end.
@supadeath217
@supadeath217 6 жыл бұрын
This video needed to talk about Shin Megami Tensei.
@Warm_Fireplace
@Warm_Fireplace 9 ай бұрын
4:40 But what if you want to make a sequel of a game with multiple endings?
@rafaelibarra6416
@rafaelibarra6416 3 жыл бұрын
I've recently started seeing these videos and I am loving them. Surely this one has been told by this point, but Fire Emblem Fates is also an example of how not to handle it: there's only one meaningful choice, who you side with, but in the end that the game was handled as three different versions does a disservice to the choice, it has no real effect unless you have all routes bought (for the full game price each btw). Why am I saying it? Because I think, maybe it's more an opinion, that Fates was marketed as this game where for the first time there would be choices that really impacted the story, and they do in a sense but you need all the games for this to be the case. The Old Republic also comes to mind, it has the light dark side meters, but they really don't affect you much either because other than maybe having a Jedi that could fall to the dark side, a Sith with a moral code, you get the idea.
@zyibesixdouze4863
@zyibesixdouze4863 6 жыл бұрын
Chrono Cross sounds like something me and a friend tried to pull off with deep characterization. It was an rpg with permadeath for characters.
@ernestkhalimov7407
@ernestkhalimov7407 2 жыл бұрын
Im trying to write my game that is souly based on choices, but i am having difficulty organizing. It's not like making a normal storyboard since there are many different turnouts. If anyone has suggestions on how to organize, i would be very happy.
@daveandrewsmith1
@daveandrewsmith1 8 ай бұрын
Hi - me too, did you get anywhere with this?
@leograham3071
@leograham3071 2 жыл бұрын
The star wars scenario could have a flash forward when Luke joins the empire
@cheesecakelasagna
@cheesecakelasagna 5 жыл бұрын
6:50 Name of the game? Edit: Nvm. He said it right after, Tactics Ogre.
@theninjaspy-x0140
@theninjaspy-x0140 6 жыл бұрын
I Remeber you from gnar channel on his let play and I was trying to look for your channel so I had to look back at his video when you first appear
@harrysanders818
@harrysanders818 5 жыл бұрын
Very very interesting
@RaccoonGrrrl
@RaccoonGrrrl 5 жыл бұрын
Fallout (except 3, 4 and ermmmm 76) and all 3 Troika games. They are all very good about choices.
@Zadiekun
@Zadiekun 5 жыл бұрын
Would anyone happen to know that intro?
@sleepycowboy18
@sleepycowboy18 4 жыл бұрын
Light and dark meter like Shin Megami Tensei games, Law Neutral Chaos alignment
@footduck6681
@footduck6681 5 жыл бұрын
2:04 what is that game called?
@spring8099
@spring8099 5 жыл бұрын
Radiant Historia much? it took branching paths, actually made each path interesting and even linked them together. yeah, I really like Radiant Historia....
@hariman7727
@hariman7727 2 жыл бұрын
It's a great game. :)
@appalachia2849
@appalachia2849 5 жыл бұрын
Fucking love game writing and narrative design
@MoonRhyse
@MoonRhyse 4 жыл бұрын
What's the game on 1:09 called?
@bobincognito
@bobincognito 4 жыл бұрын
While talking about AAA games you sometimes showed footage of indie games. Or is that Hellblade game a AAA title?
@exraielvalcore8769
@exraielvalcore8769 3 жыл бұрын
Shadow The Hedgehog was an actual MASTERPEICE, the active ability to pick up guns made it feel more like a Ratchet & Clank Crash Bandicoot Hybrid, granted it was no longer a sonic feel fast keep spd game but rather a destroy all mobs game, & that was nice, bad plot aside I did beat the game like 27 times.
@jjkthebest
@jjkthebest 3 жыл бұрын
I feel like people who complain about mass effect not having proper support for a middle ground have never really tried it. At least in mass effect 2 and 3, you can do a hybrid playthrough. In me2, it's a bit tougher. You'll likely be locked out of 1 or 2 of the hardest morality checks if you don't use a guide. But for the vast majority of checks one option is easier than the other, so you have at least one option available to you.
@johnleorid
@johnleorid 4 жыл бұрын
For me the game with the best decision making is ELEX from Pyranha Bytes. It seems like everyone will remember everything, you can kill everyone and it will affect the rest of your gameplay - cities can ban you, you can't enter those cities again, also they can be destroyed when you take some wrong decisions. Every single Quest has different options and every option will result in making some people mad and some people happy. You have to decide who you want to help, which laws you break and what impact this might cause. There are a lot of quests you can loose by making the wrong decisions. I am a game developer and I have no idea how they made this game.
@hariman7727
@hariman7727 2 жыл бұрын
Your dialog and attitude choices do matter to the world around you in Elex, and your choices do affect the ending.
@evilbritishguy3581
@evilbritishguy3581 3 жыл бұрын
When I play the Stanley Parable, if I want to role play as Stanley - the man who loves following orders and pressing buttons, I will do everything the narrator tells me to but after I reset and eventually get bored of roleplaying as Stanley or expressing myself through player choice, all that's left to do is to find out what remaining content there is to see. Of course, in order to see 100% of everything the game has to offer, you've got to restart over and over and at that point.
@mtscoco
@mtscoco 6 жыл бұрын
What is the game 3,13?
@DesignDoc
@DesignDoc 6 жыл бұрын
Night in The Woods
@masterboa6321
@masterboa6321 3 жыл бұрын
me when he mentions telltale dont say minecraft dont say minecraft dont say minecraft
@absolutetrash7880
@absolutetrash7880 2 жыл бұрын
I enjoyed Shaodw the Hedgehog I understand why people don't like it but it was still enjoyable for me *shrug emoji*
@Mwarrior1991
@Mwarrior1991 5 жыл бұрын
oh OOOOOHHHHH! That chrino cross music gives me chills!
@gerburger4212
@gerburger4212 2 жыл бұрын
Did he just STARWARS THEMED HARVEST MOON!!!!!
@DarklingReborn
@DarklingReborn 4 жыл бұрын
what's the games name at 9:03
@DesignDoc
@DesignDoc 4 жыл бұрын
"Pyre" by Super Giant Games
@DarklingReborn
@DarklingReborn 4 жыл бұрын
@@DesignDoc ty
@oa-san53
@oa-san53 3 жыл бұрын
I expected this guy to talk about FFXIII-2, since he is used to use the first one as example
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