mrhands

Sexy game(s) maker

  • he/him

I do UI programming for AAA games and I have opinions about adult games


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mrhands31

panicattheopticon
@panicattheopticon

branching dialogue sucks! linear dialogue is good! I want a 1000 deeply thought out interactions instead of a 10 choose-your-adventure lines shallower than an inflatable pool

give me reactive dialogue, timed dialogue, dialogue that shows up when I do stuff- but not dialogue I chose down a stream of endless infinite trees of speculating on my desires & motivation.

I do not need to interrogate the cashier about their run ins with the villain of the game to feel immersed! quite the opposite actually- that would be fucking weird!


mrhands
@mrhands

Branching dialog should be linked to implicit player actions instead of explicit dialog options. Deathloop does this really well, and you affect the story only through your interactions with the world. Even better, this allowed the game to actually do a Hegelian dialectic by setting up every scene with a thesis, having the antagonist bring up an anti-thesis, and conclude each play session with a synthesis that becomes the thesis for the next scene.


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in reply to @panicattheopticon's post:

this is a major reason crystal slaves doesnt really have branching dialog. it sucks most of the time. it doesnt do much. it overly complicates things. choices either dont matter or if they do its really expensive. the player character cant have a defined personality, or has to have like multiple. its like....ahhhh

One of my pet peeves is - well I don't know the right term off the top of my head, but - when a game presents a set of prompts that the player has to go through one at a time, following one prompt, then returning to the list, until they're all exhausted. Please, please just thread these topics into a conversation, allow me to go through a conversation, don't present a topic list with one or two lines each where everything is disconnected.

I want coherent, linear and well-thought out dialogue, optionally with choices or branches, but only when those choices have consequences and those branches are all coherent, linear and well-thought out in themselves.