SamuZai
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Game design: thoughts on the answer "NO"

In many role-playing games when NPCs ask for help, you have only two options:

the first answer - "I agree" - it's an adventure, cutscenes, gameplay, characters, dialogues, experience, loot and money;

the second answer - "I disagree" -  it's just nothing, only a mention from NPC's that they will wait for your positive answer for all eternity.

My wish is to make an answer "No" more satisfactory for a player, more meaningful and at least partially commensurate to the answer "Yes".

You can see this, for example, in the moment with a guy who is thirsty.

The answer "No" leads to its own version of the scenario, it becomes significant and entails some consequences.

Currently I set for myself the following goals:

1) to correctly set a task in which the answer "No" will be understood clearly;

2) to logically substantiate the answer "No" connected to Rodinka’s personality;

3) to clearly show the results of the decision, immediate consequences or delayed.


Next post on my vision of game design I will dedicate to planning.

Game design: thoughts on the answer "NO"

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