Home Artists Posts Import Register

Poll

More Customisation options

  • This idea sounds interesting! Do it! 14
  • I'm not really that interested in this. 2
  • 2019-12-25
  • 16 votes
{'title': 'More Customisation options ', 'choices': [{'text': 'This idea sounds interesting! Do it!', 'votes': 14}, {'text': "I'm not really that interested in this.", 'votes': 2}], 'closes_at': None, 'created_at': datetime.datetime(2019, 12, 25, 1, 20, 32, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': False, 'total_votes': 16}

Content

So way back when I first started working on Gilded Shadows, I floated the idea of the player being able to make some choices regarding Morgan's back story. Specifically, the things I considered at the time were in regards to what Morgan is studying in school as well as how close she is to her family.

I eventually got rid of the idea because I felt it might be difficult to make work in the story. But recently, I played an otome that does, in fact, do this. And they integrated it pretty seamlessly. It doesn't always impact the story in major ways but it does have some impact and it was interesting to see how different things played out based on what background the main character had.

I would probably still consider some of the same sorts of things.

What Morgan was studying (Previously, in addition to interplanetary archaeology, I was thinking of having her study medicine and…something else I can't remember. It was another science career I think…I'm not sure if I still have any notes from back then or if I'll have to potentially come up with something else. Or maybe just stick with two options.)

I could also let the player choose things like whether or not she has brothers or is an only child. And maybe how close she is to her family.

In some cases these changes would have only minor impact in the story while in others there may be a more significant impact - for instance, Morgan's experience in the field of archaeology and Altair's history comes into play particularly in Caleb's route (well, this is the plan anyway) so there would probably be a lot of alternate scenes through that route if she isn't well versed in that topic.

The question is - why would we want to do this? Isn't it a lot more work?

And, well, yeah. It is. It would involve a lot more branching to account for these variations. The general idea, I guess, is to make the experience more engaging by offering more variation as to what the player controls. We're already stepping outside the norm (a little) by allowing physical customisation and some personality customisation. This is essentially just an expansion of that - trying to create an otome experience that doesn't feel like every other otome experience.

Of course, the question with this kind of thing is always 'does it add enough value to warrant its inclusion.'

And I think it's difficult to answer that question because different players see 'value' differently. For some people just the fact that the player needs to go through the game with different personalities and back stories is value enough. That replayability adds a lot for them. For other people, it would need to have heavy impact on the story - for instance if Morgan is a med student, does that open or close opportunities to take specific actions? That is what they would need to consider this valuable.

For other people, they might considering it punishing if certain opportunities and options are closed to you unless you have one background or the other. 

So it's always difficult to know whether or not something like this is worth doing - it's a game element that would be tricky (but not impossible to implement.) But if people hate it, it would be a HUGE pain in the butt to remove.

So I guess that's my question to you guys:

  • How much do you value customisation in general?
  • How much do you value *this kind* of customisation? 
  • How much impact on the story and events would need to stem from these kinds of choices for you to consider it an interesting and valuable part of the game?
  • What do you see as the possible pit falls and disappointments that might come from this type of customisation?

We'd really like to hear from everyone on this!

Comments

Foxy Dangerfluff Addams

I really like being able to customize on the whole. Appearance is a great start and I was super happy with that and personality, but if you're thinking of doing more in backstory, I am definitely here for it! I like seeing the variations that can take place. In fact, I think it adds to the replayability of a game when you can customize. As far as impact, even just flavor is nice, but I'd love to see a couple 'big' changes, like knowing the difference between, idk... a potshard and a chunk of rock. XD Having some notable differences in terms of what the character knows or doesn't because of her background would be super cool, imo. As for pitfalls/disappointments... I really can only see it being bad if it's just written poorly (and I trust you to write it well). I can see some potential hang-ups in terms of continuity, or the implication of a "true" path or something. I'm not a fan of true paths personally, but I know there are plenty who don't mind, so I don't even really see that as a huge issue on the whole.

Rose Richards

Customisation is a big draw for me personally but have trouble when it closes of a significant part of a path I've already chosen when the normal diversions or in the spot choices already do so, at least in a backstory sense where we are not playing through those choices. However i am a novice to otome games, but can see the value of making your game stand out from the rest. I personally enjoy reading those sorts of things in lore passages. . However if they are implemented well I don't see why not. These are your characters in the end. We see the love you put into them as they are and in the game and that's more valuable than the choices we get to make with them.

Steamberry Studio

Yeah, I definitely hear what you're saying about closing off paths. That's why I try really hard for customisation to be additive. An example of where backstory choices may impact the story might be this: In the current set up, Morgan has four brothers. And one of them is basically a cop. He has taught her *some* self defence. So I could potentially edit the scene where Caleb grabs her on the street to have her fight back a little more effectively - but only if the player chooses that Morgan has siblings. Otherwise she'd still essentially flail ineffectively. This might not have a larger implication for the story, but would still add some nuance to that particular scene. Of course, this is just one example. There are other possibilities for slightly larger, longer lasting impact in the story. But I'd never want it to be punishing. For instance, the player chooses Archaeologist!Morgan over Doctor!Morgan, I'd never set up a scene where you have to watch the Love Interest DIE HORRIBLY because you don't have her medical knowledge. That seems punishing and unfair. But I would find other ways that her different experiences come into play during the story and maybe affect her interactions with side characters.

Eileen K

Customizing can be fun, but I'm not particularly attached to it. If it had plot effect, I would want the changes to be more than cosmetic/flavor- otherwise it's nice but something I'd have to read really closely to notice some of the time. The main pitfall that I'd see is bugs and extended work on your part that people might not notice (I don't know, I've seen readers who really pick up on this, and readers who don't).

wrecknrule

I love customization in otome! Especially when it adds replayability. I like playing different types of characters through routes when it's available. I tend to spend way more time on games where I can go through the same routes in different ways to see what changes. I personally don't mind being locked out of choices, but that's very much tied to the fact that I like replaying routes in different ways. As for how much impact? I think if you pepper little things through out the routes and then maybe a few bigger things and then one or two major differences it'd be a good mix. And when I say major things, I mean big things that would branch it out in a noticeable way, but for your sanity, they'd probably need to rejoin the main branch so it doesn't exponentially grow on you. Which definitely lands in possible pitfalls. More branching means more things to keep track of as far as continuity and the like is concerned.

Steamberry Studio

Things like bugs and extended work on my part aren't really pitfalls to me! There are going to be bugs regardless. And I'm confident in my beta testers - they're really thorough. In the end, if I didn't think the work could pay off, I wouldn't suggest it. (I also don't really find this kind of branching to be all that much more work. For me, anything that adds artwork is much more work-heavy than things that are just adding writing). OwO

Steamberry Studio

I recently played a game where this kind of thing was implemented and it definitely led me to go back and replay multiple times. The changes were not always substantial, but it was still interesting enough for me to replay a few times! I agree with you that it makes sense to alternate between big and small changes. I tend to go where the story flow naturally takes me so that kind of set up is inevitable. And you're definitely right about branching rejoining the main storyline. But I think that's pretty standard with all VNs. There's too much hardcore writing to juggle multiple side-by-side story paths in the way you see with, say, an RPG (which can get away with relying on other gameplay elements that don't exist in VNs.) I'm not too worried about juggling continuity. This is a part of all visual novels with any level of actually significant branching. Things always get a bit dicey when you're balancing 3...4...5...variables at once. But this is already something I have to do. I don't think the added backstory element would be that much of an additional problem. For me, it's about whether it adds enough value. I'm not really worried about the difficulty.