Branching story paths is the biggest fucking meme in game design and never as cool as the developers think it is

Branching story paths is the biggest fucking meme in game design and never as cool as the developers think it is.

Its a bunch of extra effort that almost never actually feels meaningful or non-artifical. The bottlenecking is always present to some extent and all it really does is highlight just how little control you actually have on the story. It also makes direct sequels shittier since they can never factor in every previous choice available in the prequel.

Basically the only games that can do multiple story choices right is shit like visual novels or games that are largely text-based. Freedom in gameplay mechanics is vastly superior to making some dumb choice that slighly changes the plot.

Attached: 1593318057270.png (1275x669, 1.3M)

Other urls found in this thread:

fapforfun.net/archives/15634/comment-page-1
twitter.com/NSFWRedditImage

I agree with you completely and hate this shit that sony tried to force. Now every game have "your choices matter" as if it is any of a big deal instead of the extremely limited shit with some differences here and there. Games back then, and some of them considered to be the best of all time, had linear progression/experience and were still amazing games.

Is this porn?

This is based as fuck. Multiple endings is over rated as shit.

sony forced? sony games are linear as fuck.

they are perfect for an open world game with side missions. where it can give you options to do side missions differently without requiring much effort from developers. witcher 3 did this great.

god I'd kill for a good eng translation of this, I tried using machine translation and it was total shit for it

you're thinking of Bioware

Sony goes the extreme opposite which is just as bad.

alright, but do you wanna talk about your picture?

3 > 1 > 2

Tactics Ogre LUCT and Der Langrisser are probably the best "branching path" games. Der Langrisser especially, you can ditch the rebels and join the Empire, or the demon forces, or make your own faction and butcher the rebels, Empire and demons all together.

Sauce on OP's pic is Umemaro 3D.
Trust me, I'm a doctor.

Way of the Samurai games aren't VNs or text-based and they do branching story paths perfectly.

What game

>don't like an NPC
>cut them down where they stand if you are strong enough

It is just as limited. But to be fair, video games and eletronics will always have a natural limitation to what they can do.

Just as limited as what?

Ah yes, walking dead and others games by same company...

It is only worthy to play then once to have illusion that your choice matter

I meant that it feels artificial to some extent as OP said.

Do you even know what you're saying?

>Its a bunch of extra effort that almost never actually feels meaningful or non-artifical. The bottlenecking is always present to some extent and all it really does is highlight just how little control you actually have on the story. It also makes direct sequels shittier since they can never factor in every previous choice available in the prequel.
Literally none of this applies to Way of the Samurai.

I will have to disagree with you then. The game really offers freedom in that matter but at some point like any other game I also played with many choices it gets artificial to some degree.

Yeah and it's hot. I'm 95% a lolicon but the teen and mom were just as hot.

You're going to have to explain how. Because in 3 posts all you've said is "yeah, it's kinda artificial" 3 times, without every explaining how.

t.

Attached: 1603405657668.png (980x1200, 862.92K)

Because it locks you down to a limited number of endings and choices that push the plot forward anyways in the end. That is why I said that even if it has great freedom to it and you can replay it multiple times, having a different experience, it feels artificial to some degree once you start to see its limitations. Like it is with any other game.

You're not forced down anything. You can legitimately do whatever the fuck you want and end the playthrough.

With a generic ending though, you have to commit to get into a character or faction bssed route.

>You have to do X things to get X ending. No shit? What do you want? That you do nothing and get the same ending? Your ending is based on whatever the fuck you did in the game and you're never forced down one path. You can get half-way through whatever you want and decide fuck it and do something else for the rest of the playthrough.

What is your argument even? That you should be allowed to just do random shit and choose a non-sensical ending when it's done?

I am not saying that you are forced to do anything, I am saying that it has locked endings and choices that will matter in the plot, even if the branching plotline is executed very well.

Sony games are the exact opposite of that you tard

fapforfun.net/archives/15634/comment-page-1 , there's the sauce you useless faggots

Are people unironically interested in this? Asian girls look ugly as fuck.

mother/daughter threesomes are something magical.

if we are looking for that kind of material we are obviously not faggots, but you are spot on about us being useless.

What about the Zero Escape series?

I agree
>and never as cool as the developers think it is.
Same goes for muh open world shit
I still can't comprehend how it actually got as stablished as it got, to the point where even games that shouldn't be open world got the stupid treatment
All those trends somehow appear and seem to be obligatory, holding back many ideas and developments because "the market demands it" or some bullshit that I'll refuse to believe beyond the "many devs and publishers are retarded"

>Same goes for muh open world shit
i can only think of San Andreas doing it right, probably Just Cause 2, too.