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Poll: In your opinion, would protagonist speech improve immersion?
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No, leave the player to their own thoughts.
45.45%
5 45.45%
Yes, it would help to set the mood / personality of the protagonist.
9.09%
1 9.09%
Both are good / undecided
45.45%
5 45.45%
Total 11 vote(s) 100%
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Work in progress "Don't Let Go" Full conversion with some neat features.
Mooserider Offline
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#14
RE: "Don't Let Go" Full conversion with some neat features.

Thanks for the excellent critique!

(09-26-2012, 03:59 AM)Kreekakon Wrote: I don't really follow on this one. You say dying is significant, but your following words describe it as simply a more "specific" type of death. Could you elaborate on this?

By this I pretty much just mean that there aren't situations where you're dying every ten seconds, which I've seen in a few custom stories. It was to go hand-in hand with permadeath - since when you die you die for good, you only really die if you make a lot of bad decisions or fail during lots of scenarios, so that it's more a death that fits into the story and has a reason to happen than "and then the ghost came in and killed him".

I know what you mean with permadeath but I imagine doing this would balance it out, so that if you die, it's not disappointing or annoying, but rather a part of the/your story.

(09-26-2012, 03:59 AM)Kreekakon Wrote: You need to work very VERY carefully with this. I might even go as far as to say I disapprove. Unless your level structure, and subtle nudges are done well enough, this will lead the player to getting stuck, and not get a "genius" feeling when they finally solve it. It'll mostly be frustrating, and end up in "FINALLY! THANK GOD!" when they solve it.

I've been unsure of whether I'll do this or not and yeah, it would have to be done really well for it to work. If I did this it would just mean, for example, that when you find the kid's room you aren't given a hint like "There's a kid's room - I guess a kid used to live here". You'd have to realise that yourself. Anyway, I guess I'll play it by ear and see how it goes.

(09-26-2012, 03:59 AM)Kreekakon Wrote: Mostly same reasoning for me as my previous statement. Also, if he just bought the house, shouldn't he have some sort of manual that tells him about the keys anyways?

The idea behind this wasn't to make it a puzzle to figure out which key goes to what door; you'll have some good time at the start during which nothing is going on and you can explore the house & try each key. It was more to add a sense of realism and make the player remember which key goes to what door, lest during an encounter they panic trying to find the right key. They would be described like "A large, golden key with a thin decorative handle" - each one would be distinctive. Also, the story is set in the 1900s.

(09-26-2012, 03:59 AM)Kreekakon Wrote: This may, or may not cause some problems depending on your story due to the fact that your protagonist may know things the player does not.
This shouldn't be a problem; there's an introduction telling you everything you'd need to know Smile

Cheers, have a rep Cool

Working on a FC: "Don't Let Go "
(This post was last modified: 09-28-2012, 05:36 AM by Mooserider.)
09-26-2012, 09:49 AM
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RE: "Don't Let Go" Full conversion with some neat features. - by Mooserider - 09-26-2012, 09:49 AM



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