Date: 2010-02-11 06:31 pm (UTC)From: [personal profile] wallwalker
wallwalker: Venetian mask, dark purple with gold gilding. (you'll remember me)
I chose the first option for three reasons:

1. When a game does give a lot of detail about a relationship, well, I end up wanting to rewrite a lot of it that doesn't work for me so well, anyway. That's if I like the friendship or couple; if I don't like it, I just try to ignore it or not choose its option. So small hints/details seem to work better for me.
2. I don't mind filling in the gaps, really. I think that a lot of people are divided on this point, now that I think about it.
3. The more options there are, the less likely I am to dislike or be bored by ALL of them. (Although my boyfriend did have an excellent point in saying that no matter how many options you give, someone's going to dislike or be bored by all of them...)

So, I guess that what I mainly ask of games are, one, a way to alter the way that characters feel about each other in the first place, and two, a way to do it that affects how they interact in the game, which would make a HUGE difference in how some of the plot points would play out, since it would affect who trusts or mistrusts whom. Star Ocean 2 had the closest mechanic to what I'd really like, but even it wasn't perfect; it still had a lot of times in the main plot where the two leads were sort of thrown together, no matter how much you made them dislike each other or how much you made them like other members of the cast. While it might not have bugged me hugely, it did bug me occasionally.
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wallwalker: Venetian mask, dark purple with gold gilding. (Default)
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