Even if it's text-heavy, it needs mechanics to stay engaging.
: Use small choices that don't change the plot but change the tone (e.g., how a character describes a room if they are "angry" vs. "calm"). 2. Character and World Building
: The story branches but eventually returns to a "hub" scene to keep the scope manageable. Select Game
Deep choice-based games can quickly become a "monster" of complexity without the right tools.
: Don't just offer A or B; give the player a reason to pick one based on their character's history. Even if it's text-heavy, it needs mechanics to stay engaging
: Start with a one-page pitch ("The game is X, the player does Y, it feels like Z") before writing hundreds of pages of script. 4. Gameplay Mechanics (The "Game" Part)
💡 : Don't try to write every possible ending at once. Build the riskiest part first—the core loop—to see if the story actually feels good to play before expanding. If you're comfortable sharing, : Don't just offer A or B; give
: A "bad" choice shouldn't always mean "Game Over." It should lead to a more difficult or different path.