how to get the player do stuff - jackdarker/TwineTest GitHub Wiki
How to trick the player to do things he wouldnt do
Players will most often try to choose the benefical route. Sometimes you want to force them into the bad route aka doing things they would normally not do.
Why not just force them into the bad route?
- it isnt "interactive"
- the player shouldnt have the feeling to be pushed into that route; instead a choice makes him self-responsible - if its anybodys fault, then he-self
What are the options:
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hide that its a bad route
- "take the money on the desk" instead "steal the money"
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reveal some details afterwards that let your action appear in different light
- "That man that you helped to escaped, he murdered my family."
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make them do it in an effort to save someone
- first let the player build a relation to some NPC
- put the NPC into trouble
- let the player decide to help or not
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change the rules after the choice
- "you had a deal with the old chieftain to drive away the scavengers but now I'm boss here and I decided to do some trading with them."
- "So you have urgent business in or town, but you might only enter without weapons."
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add consequences if the player fails the task and make the task fail
- "You need to act quickly to save your friend from the slavers. You are pretty sure you can outwit them. They will have no chance to lay you into chains as well."
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give him only bad choices
-
"For the fight in the arena you can choose between this sharp but cursed sword or this wodden staff"
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only give him one route
- only use this if no other option fits
- "Now that you already broke into the house, it wouldnt rise the score alot if you grab the money."
So, he made the wrong choosing and now he wants to correct this which will get him in even more trouble....