Hmm... I have a story I want to tell in my game, but I can't think of how to actually translate it to gameplay. It would be really easy to just make it a long cutscene, but that would be antithetical to the design of the game. If it were a linear game I could get away with it, but it's an optional side quest in an open world game.

The only thing I can think of is having the player control walking and one interaction in between the scenes. That's not really much "gameplay" though.

I don't feel like I have enough time to change the quest drastically. My options right now are basically either to just cut it completely, or to implement it how I just explained and have it maybe be subpar. It might be a quantity VS quality thing, not that I don't think it wouldn't be quality but it would be really lacking in gameplay and be solely story based, and only really for one character.

@justnormalkorean there are a few things like this I've cut already, and am hoping I can incorporate better in the sequel since it is going to be a more linear game.

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@justnormalkorean this one is painful to cut though because I think it adds a good amount to the character. Maybe instead of making it a side quest I could just relegate it to dialogue that explains the back story, then in the sequel I can actually press forward with it.

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