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The first, and more common, type of pursuit system usually starts with an intro, where the main obtainable characters are introduced in some fashion, and then the story splits off into different paths depending on player choice. To clarify, a pursuit system would be one that directly lets the player character choose who they will end up with, either by allowing the player decide who to spend time with or by letting the player character choose who to hire/befriend/tell their dying wish to. For lack of better terminology, let us call these pursuit and matchmaking systems. From my experience with visual novels in the genre of romance, games with multiple endings generally divide themselves into player-aware and player-unaware systems, the former being systems where the player consciously chooses who to pursue, and the latter being the player finding out whom their choices will pair them up with.
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