![]() ![]() If you're trying to keep a secret and a girl is being nosy, you may want to deviate the conversation to topics which have nothing to do with it. Forget about binary choices and just imagine that, whenever asked for a reaction, you can come up with any of the many conversation topics you have unlocked so far. That's the main idea behind the conversation topics-to get the player to think and make decisions based on the relevance of each topic in each situation. So, I thought, what if, instead of choosing between two or three circumstantial responses, you had a permanent list of a dozen of options? Some of them may do nothing at times, but you couldn't know a priori, at best you could speculate using your brain. Granted, we're in a video game and it's scripted at some point, so you can't just do whatever you want and expect it to react dynamically to your behavior-however, the tracks don't need to be so reidiculously apparent either. I was always bothered by the fact that, in a traditional visual novel, you are only prompted with a few more-or-less obvious choices at key moments. Hello dear followers, and today we're going to take a closer look at Blanche Biche's founding concept, the conversation topics!
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