SakeTami
sierralee
sierralee

patreon


Linearity and Non-Games

Hey, $10 backers! I want to use this post to get people's opinions on something that will seem abstract but could be important in the future. Sorry that it will be a bit vague, but I'm trying to get my head straight while I deal with some things.

The issue I'm struggling with is the level of control given to the player in games. I'll set the stage with TLS, which has a central narrative but allows the player to make decisions that alter outcomes of events to some degree as well as factors like character relationships. This is a balance that seems to have worked pretty well overall.

You occasionally see people with different expectations, however. For example, it's a semi-regular occurrence for someone to show up and ask when they'll be able to make decisions about which kingdom to invade next. These people are clearly expecting a level of control that isn't compatible with the complexity of the story I'm telling. Conversely, there are people who object to (or just cheat through) the complexity that is present in order to experience the story.

Now, the TLS formula is not going to change. This post isn't about that - what TLS has been so far is something I look forward to taking to its conclusion. But as I'm thinking about other story ideas, I'm struggling with the same concept.

The issue: sometimes I get excited about an idea and realize that it isn't actually an idea for a game. That is, what most interests me is a story that isn't aided by player agency. Ouroboros and Desecration of Wings had mostly linear stories, but they were RPGs, so the player has control in the sense of running around, solving puzzles, fighting things, etc. But not every concept needs these things.

Right now I am thinking a lot about the monster girl concept I posted last year. I've thought about it a lot more, and honestly, it's just a story, not a game. I could add space for gameplay, make it into a more violent world in which combat has a larger role to play. And if I did that, I'd do my utmost to make it work. The issue is that I don't honestly believe that would be best for the premise.

Another person suggested adding a lighter style of gameplay in between events - you see this more in the casual genre, like hidden object games. This is also possible, but I'd feel like I was making the player jump through unnecessary hoops. I've seen this done successfully, but I don't personally like it.

What I'm imagining would be a story in the format of a visual novel, with the characters/backgrounds/CGs of such but a basically linear story. Sort of an anime with no budget for animation, to be honest, or a webcomic in the form of a game. And I'm not sure if this is a good idea or something that I should set aside.

Now, you guys are usually a supportive bunch and encourage me to follow my interests. And I appreciate that! But right now, I'm trying to decide if a project like this is something I should invest time and money into. Do you think a significant number of people would be willing to support something like that? Does anyone here support a project along these lines? Do you know of one, especially if it was one that failed to gain traction?

It might be good to do a patron poll to gather data, but I'm still just thinking about the concept in the abstract, so it would be too early for that. I would very much welcome input on this subject, however, even if it's just your reactions. Nothing will come of this right away, but you have a big chance to impact my thinking here.

Thanks for reading and for your continued support!


More Creators