I think I’ve learned that I don’t like when a game gives me a Telltale-style choice because:
I think I really enjoy thinking about ethical dilemmas in shows like Star Trek but I don’t want to actually make them in a game and be held accountable for them lol - that’s not a good feeling at all
Yes, this.
Less subtle, but more annoying are the forced binaries. Do you: a) kick the puppy, or b) sacrifice yourself to save the orphans?
I get it, the game has constraints and limited story paths, but come on, give me some flexibility.
@pseudonym yes omgg - especially when the “good” path was written with morals that I don’t agree with, but the evil path is so much worse
or like, in KOTOR1 you can scam a fascist slaver out of some money by pretending to be another fascist slaver, and your party members (including a member of the race that is being enslaved) will disapprove and say that you’re profiting off of the slavery (???) and you get dark side points for it
@kasdeya I think something that tricky tony learned from Undertale is that if there's a reward for "choosing right" then the choice becomes a puzzle instead of an emotional beat, which is why Deltarune has lots of choices that don't actually matter outside of a single callback line of dialogue.
meanwhile AI Bros are jerking off over the idea of a "game where you can do anything" and hey fuckos, if you get rid of all the narrative constraints, you don't have a narrative anymore
I think this is why I love time loop stories so much, they're a special case where the choices are *supposed* to be puzzles, instead of it being a weird accident of the medium.