Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+4)

Thanks for the detailed response! I think your first point really does nail it and why Minotaur Hotel has been so engaging: it's not just the writing or the art or the music to put the player in a certain mindset, but even the timing of getting to choose something, no matter if it's a big choice or not, drives home certain mindsets and themes.

I had already been thinking about the times you get a choice on screen when it's the only one option and how that makes the player feel more engaged by actively getting to select it anyway, but even that is just a surface level interaction with the medium compared to something like after the kiss with Asterion: telling the player they have 3 options to stay in the moment and 1 to back away from it sets up their expectations that they get to enjoy the tender scene 3 more times before it ends. Yet when they think the moment has to be over because they've seen the 3 options and that's what renpy said they get, one more choice appears to reward and delight you because clearly the player wants to bask in the moment more, so why shouldn't they be able to? Renpy (and VN expectations) as a medium are a tool that can also be played with to drive home the themes and important messages, and it feels like so many VNs just let it be a delivery mechanism. Kudos to y'all for going above and beyond, it definitely shows.