Jun. 18th, 2015

alias_sqbr: the symbol pi on a pretty background (genius!)
The structure is like Magnolia or Pulp Fiction: a series of somewhat disconnected scenes with different characters that all add up to a coherent interconnected story.

At the start you wander around as the starting character and have the chance to talk to different people/do different things. At some point you trigger a cut scene/scene change etc, and there are multiple different ways to do this.

The game then switches to a new character with a different point of view, possibly even a flashback. This is chosen to connect to whatever scene you triggered last time. The game keeps switching between scenes, each scene chosen to connect with the story/plotlines created thus far. There will be scenes/plotlines that show up in every game but in different orders depending on the player's choices, and others that only show up in some games.

A simple example:
A1: You start out as character A, and can talk to B or C.
A2: something happens to continue A's plot
A3: something happens to continue A's plot
B1: Flashback to B's past where we play as B
B2: continuation of B flashback
C1: we flash to an assassin coming to murder C, play as the assassin
C2: Assassin plot continues
AC: Scene involving C and A
AB: Scene involving B and A
ABC: Assassin attacks, A, B and C defeat it. Everyone's arc is finished.

We always start with A1. If the player chooses to talk to B, the order would be:
A1 B1 A2 B2 AC C1 A3 C2 ABC
If they talk to C it would be:
A1 C1 A2 C2 AB B1 A3 B2 ABC

But with more continued player choice. Maybe some random plotlines that only show up sometimes, too.

I am still pretty sleepy so I hope this makes sense. Needless to say the version in my dream was fairly incoherent and silly. I can see a bunch of ways this could be difficult to implement and make enjoyable, but it's interesting to ponder. If any of you have encountered games anything like this I'd be curious to hear about them!
alias_sqbr: Nepeta from Homestuck looking grumpy in front of the f/f parts of her shipping wall (grumpy)
Anime:

Natsuyuki Rendezvous: A bittersweet josei romance about a young man who falls for a florist but then comes into conflict with the ghost of her dead husband. About grief and love and moving on. I really liked it, it had a happy ending but still made me cry. The husband had what is heavily implied to be cancer since childhood, I thought the show did a pretty good job of showing the ways chronic illness can affect a relationship, and while it did have a young healthy guy telling an older sickly guy to give up on his wife seemed to have the reasonable moral that ill or dying people can make perfectly good partners, but dead people not so much. The "two guys fight over a girl" aspect was a little annoying sometimes but it makes the "women are not actually objects to be fought over and the first priority should be making them happy" point pretty clearly, and we got her point of view some of the time. I liked that neither of them are too Alpha Male Shoujo Hero, though I'm amused how similar the hero is to the floppy haired (and often taciturn) younger LIs from other josei like Gokusen and Kimi Wa Petto (thank you josei writers, floppy haired younger men are the best)


Game:

Fairway: A golf themed solitaire game which I have been quite enjoying. I found a lot of the golf aspects annoying and turned them off/skipped them, but as a game it's quite well designed, there's lots of levels of increasing difficulty and you can "grind" for money and wild cards. After 27 hours of play I've bought all the powerups, gotten all but one of the trophies, and gotten 3 stars on almost all the levels. Not sure I'll play much once I've done all that but I can see myself just playing through all the levels one by one and seeing how well I can do using as few wild cards as possible. Unlike Regency Solitaire the money you earn is always useful since you can use it to buy wild cards, though I am earning way more than I spend even on the trickiest levels.

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