Strengths of various forms of interactive storytelling

I agree. I considered doing this with the project I’m working on, but realized that the user would most likely be trained by the game to just mash the left-click as they dragged the mouse across every word. The text equivalent of mashing the X button as you bump your character along every object in the room in a JRPG.

To be honest, I prefer my options to be more opaque. If I’m locked out of an option, I prefer to see the potential option even if I can’t click it. It makes me curious of what decisions would be required to get someone’s affection level (for example) high enough at that point of the story to be able to access that option. It gives me incentive to play again. IIRC, this is how the Choice of Games stories work.

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