Developer's Journal 4:27 (Patreon)
Content
Hey everybody.
I spent this week going through the content I've already got for Episode Four fixing, filling in holes, adding branching, etc. One of the big struggles is keeping the branching manageable by balancing the power of player choice vs the workload and strength of the narrative.
Giving the player choices has multiple benefits. One, players just like knowing that they are having an impact on the story. That's one of the big draws of this genre.
Two, by making the player a part of the story through choice, it increases player immersion, thus helping the player to connect emotionally with the story.
Three, knowing the alternative outcomes of a choice can enrich the story. This may come in multiple forms, but one example is that a player who knows the fate they avoided may have a greater appreciation for the fate they ended up with.
Fourth, sometimes what's relevant is simply having a choice at all. For example, in Episode Two, in Jamie's courtrooms scene, over 90% of the players chose to stop the brother from attacking his dad. One might say that because the result was overwhelming, it's not worth the extra time needed to render and otherwise factor in this alternate branch for that mere 10% of players who chose to let the brother assault his father. Why not just have the MC stop him? But it's the fact of choosing that makes this story point so significant. The MC's stopping the brother is not an inevitable outcome. The MC's character is not fixed or static, and he is constantly making choices that shape who he becomes. In the case of that trial scene, it may be that merely having been faced with this choice at all will be relevant later on.
Despite these positive benefits of giving choices, every meaningful choice creates additional work for the developer. Alternate branches require alternate renders and alternate dialogue. But the real challenge is that when alternate branches start to interweave, it becomes incredibly difficult to keep the storytelling both consistent and strong. I tend to agree with an opinion I've seen stated before, that the more an AVN branches and the further it gets from a core narrative, the weaker the storytelling becomes. I'm not sure this is inherent in this form of storytelling, but it may be the inevitable result of the limitations faced by a solo or duo developer team.
I bring this up because there is a way I envisioned a particular story thread going in Episode Four--what we might call the core narrative of this particular story thread. However, during development of this episode, I saw an opportunity to give the player a choice--a very meaningful, emotionally driven choice with powerful storytelling potential. So, I coded the choice and set about rendering the alternate path. In truth, however, this alternate path was already branching from an alternative set of paths, so I was actually turning two paths into four paths. That's when the shit really started to fuck with the story, though, as I realized how this new branching was going to have to change future content I had planned, potentially increasing the pathing exponentially. From a storytelling perspective, I felt there was plenty of room to work with the narrative and turn it into something great on each alternate path. But from a developer perspective it was just getting too complex for my solo (admittedly slow) brain to keep track of, and I realized that the amount of work involved was going to be too much. So, with great reluctance, I will be removing this particular choice.
Fuck, I really hate being vague in my journals like this because I'm sure you're just left wondering what the hell I'm talking about. But I figure you guys enjoy a peek behind the curtain of how all this shit gets put together, even if it frequently ends up with me rambling. Anyways, after Episode Five (yes, Five) is released, ask me about the choice I removed from Episode Four.
That's all for this week. Thank you for your support!
--Monk
P.S. for my upper tier supporters, the August monthly renders will be rendering overnight. They are running very long, but hopefully I'll have them for you in the morning.