insertnamehere
Really Really Experienced
Hello, writers of Game Mode stories. I've been thinking about flags and tracking numbers (among other variables) that are used to trigger future events.
Some stories that use these prefer to hide them as much as possible. I suppose this is in order to allow for 'easter eggs' and other secret or special-feeling content. It's always nice, as a reader, to feel as though you've stumbled upon an unusual event as a result of your unique combination of choices. This is especially nice when consequences occur many chapters down the line, and you didn't realise the game was actually paying such close attention. It's a means of immersion: tailoring the story to the reader without letting them know what makes the characters and world tick, just like real life.
On the other hand, there is merit in allowing the reader to know what flags they've triggered and what progress they've made toward certain achievements. I don't imagine many readers are obsessively replaying stories to get all the endings, but it can be frustrating if the outcomes you're reaching don't match up with the decisions you've made. In that regard, it can be useful to know what's going on under the hood, so to speak. In very large and apparently complex Game Mode stories, sometimes one can feel lost in the world, having travelled down a niche rabbit hole and almost just wandering through the options. Having an explicit recording of your progress can sort of ground you in reality.
I'm especially curious regarding the visual novel-like stories (which I've never published on here), where the reader makes progress toward affection levels with characters. I am not certain whether it affects immersion by essentially reducing a seemingly real person down to a number. Let's face it - most readers will be trying to have sex with their favourite character, so perhaps it's easier to let them know whether they're going down the right track instead of potentially misleading them. Conversely, seeing that they're not at 'max' affection at the end or something could cheapen the result, because they know they're missing out on something better.
Anyway, I'd like to hear the thoughts of others. What variables do you like to show the reader?
Some stories that use these prefer to hide them as much as possible. I suppose this is in order to allow for 'easter eggs' and other secret or special-feeling content. It's always nice, as a reader, to feel as though you've stumbled upon an unusual event as a result of your unique combination of choices. This is especially nice when consequences occur many chapters down the line, and you didn't realise the game was actually paying such close attention. It's a means of immersion: tailoring the story to the reader without letting them know what makes the characters and world tick, just like real life.
On the other hand, there is merit in allowing the reader to know what flags they've triggered and what progress they've made toward certain achievements. I don't imagine many readers are obsessively replaying stories to get all the endings, but it can be frustrating if the outcomes you're reaching don't match up with the decisions you've made. In that regard, it can be useful to know what's going on under the hood, so to speak. In very large and apparently complex Game Mode stories, sometimes one can feel lost in the world, having travelled down a niche rabbit hole and almost just wandering through the options. Having an explicit recording of your progress can sort of ground you in reality.
I'm especially curious regarding the visual novel-like stories (which I've never published on here), where the reader makes progress toward affection levels with characters. I am not certain whether it affects immersion by essentially reducing a seemingly real person down to a number. Let's face it - most readers will be trying to have sex with their favourite character, so perhaps it's easier to let them know whether they're going down the right track instead of potentially misleading them. Conversely, seeing that they're not at 'max' affection at the end or something could cheapen the result, because they know they're missing out on something better.
Anyway, I'd like to hear the thoughts of others. What variables do you like to show the reader?