#wip: thresholders inc
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Dog Sothoth is more of a joke character than anything - a husky that happens to be an avatar of an eldritch god of knowledge, but there ain't a thought in that head, and all that. And yet, at some point, I really want to channel the dog from the thing with him
y'know
The Thing
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Going around asking all my favourite IFs this-
My friend (who has written one and a half IFs so far) told me that she balances all the routes very carefully. If one choice reduces one stat and increases two others, then the other choice also does the same, though it might not be the same stats. She does this for most choices. She believes it's the only way to not have a route that's perfect or seems like the canon path.
I'm just starting writing an IF, but this does not seem to be working for me. Maybe I just need to add more stats?
Either way, do you agree with this? How do you balance your routes within the game?
First of all, congratulations on starting! Writing an IF is so much fun, although a bit strenuous at times 😅 I'd break down your question(s) into sub-topics and share my thoughts on the matter. This is just my personal take on the peculiarities of this media though!
The number of stats. There is no set amount of stats to track, there is no minimum and no maximum, and your game can play just as well with 3 as it does with 10. Some IF games track more than others. In some games, the personality of MC is defined through numerous characteristics, in others, it is whatever powers they have. Or a mixture of both. Finding what works for you is essential. Less is more, imo, especially if you're just starting off and even more especially if you feel like they're starting to drag you down. Be mindful of which parameters you decide to track and why. Are you adding it because the players expect their X to be tracked, or do you know what this stat will be doing in your game, what outcomes it will affect? When you plan, try to see if there is overlap in what your stats signify and merge them if it's possible. Notice if perhaps it's always all the same one/two stats that are giving you trouble.
Best/canon route. An IF game is about player choice, so care should absolutely be taken about what these choices mean. In my opinion, the devil is in the game design. You can set broad thresholds for achieving certain actions and missed stat increase opportunities would seem less punishing. Or you can insert opportunities into the failure outcomes: have an extra scene that improves a relationship, reveals a plot point, or allows MC an emotional moment of introspection. This, of course, assumes that no path explicitly punishes the reader for picking a certain choice you, as a writer, have put in there: no hardcore railroading, no breaking the fourth wall to tell them it was unreasonable to pick that, etc. Having a clear path from the beginning of your story to the end is good, but there need to be sides to it that can be revealed if you step off it. I believe this will reduce the pressure on the player to follow a specific path, chasing those perceived "best" stats. E.g. you don't have to be the fastest runner if being some kind of runner will give you an engaging and fun/emotional playthrough.
Stat balancing. You have mentioned that careful control of the stat changes while writing doesn't seem to be working for you. I can share what I found works best for me, and that is to accept it will change. The game is in the WIP stage, so I simply take it for granted that the values and stats I am adjusting now are probably fairly coarse, and sometimes I later rethink the relationship between the option and which stats it should modify and by how much. As I write along, things will adapt and fine-comb editing will take place. I also don't think every single choice should change some stat, sometimes it's just about letting the player connect with their MC and the game, and that is just fine.
Just a few words to how I approach balancing it in Soulmates Inc.: I prefer the path of content. You may have noticed that your MC doesn't have to rely on the soul-link powers. And while using them may be fun, your MC's refusal to use them (a clear penalty to the value of the corresponding stats) may either be a stance on free will, their love for a challenge, a creative approach to their work, or even an uneasy feeling about the whole soul-matching enterprise. This will show up in the game at times as options and conversations exclusive to that path.
I hope this helps you a bit, even if merely to give you a perspective. Always remember to have fun with the project, and I wish you that smooth creative sailing, anon!
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Thinking about Agent Hypnos, one of the characters from Thresholders Inc
He wears a pristine, pressed white button up beneath a black, cat-haired covered hoodie
it's a statement! But I'm not sure what it says.
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In order, some pitches:
Trans guy who escaped a cult tries to get his dream job in London only to run away from Dracula. Novel.
Trans guy security guard gets dragged into fighting fungal clones by the mysterious Agent Hypnos. Novella/novelette
Trans guy cyborg hero gets fucked by his evil robot rival. In space. Short story.
Help.
Reblog if you want!
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