Three years of full-time solo development: making a story-driven 3d point-and-click game in Unity

The problem with stories, is a lot of game developers try to well, tell a story.

It's not so obvious, but when people start a video game they want to interact with the world and let a story develop, not be told a story... otherwise they would just watch a movie that will have much high production value (or read a book which would have much higher quality of writing).

It's a delicate balance... to have to player involved and engaged.

To give some constrictive criticism:

I've only watched your trailer, but I get the very distant impression that you have a very in-depth story to tell and my god, you will force it down the player's throat, if that is what it takes to get your message and point of view heard.

Sorry if this comes off harsh, but it seems like an even more pretentious version of Stanley parable.

The other part of the story is characters.... a player needs to be able to affect other characters to make it feel real. Maybe you have some type of system in place for that, but didn't really show though in the trailer. Maybe it's just the way it's presented, but just seems like very linear options to choose that won't affect character or story or even matter at all. Even old 8-bit RPGs had choices that affected characters and story, some times you would get an animation out of the NPC (jumping, blushing, or red in the face when you picked a certain choice). Your characters don't seem "alive" in any sense, they are doing their default animations while you are talking to them and they don't show any visible reactions in any way...

I like story games, but seeing this trailer the first thing I think when wondering if I should buy is "god, this game probably has a 30 minute un-skippable cut scene about it's brilliance and sophisticated "lore", before you can even start the game". It probably doesn't, but I get the very distant impression of length drawn out cut scenes... (it could just be how the trailer is presented)

It's a paradox here, but the golden rule is "You want the player to be interested enough in your world and story that they seek out the lore themselves".

Another golden rule, about RPGs at least, is don't overwelm the player with a ton of lore at the start of the game. No one wants to start a game and get 15 minutes of in depth lore details the Lizard war between the Hfisons and the Lituis Mages and how Titus took the golden charalton cup to the mountain of Yeition.... If they don't know the world or don't care, it'll just bore or confuse them.

Sorry for the long post, but hopefully that came off as constructive and not nitpicking.

/r/gamedev Thread Parent