Dr Jess Birch on Nostr: "This game has X 'routes' & so, to get my 'value' out of the game, I must experience ...
"This game has X 'routes' & so, to get my 'value' out of the game, I must experience them all so I got everything I paid for."
How common is this view in the playerbase? How can we write meaningful narrative choices with consequences (ignoring the economics of doing so) if players are unable to accept that they have agency to choose paths & doing so does close off the path not taken? I hate the idea of people "farming" all paths because they feel like unseen content 'steals' from their value.
How common is this view in the playerbase? How can we write meaningful narrative choices with consequences (ignoring the economics of doing so) if players are unable to accept that they have agency to choose paths & doing so does close off the path not taken? I hate the idea of people "farming" all paths because they feel like unseen content 'steals' from their value.