I’ve thought about this topic for a while now, which is your opinion about interactivity and choices?
Do you prefer a story with an high level of interactivity (mini games, tappable overlays,…) and with many choices (meaningful, point system, multiple endings,…) or do you prefer a story without choices and interactivity?
Well, it depends on the story. Personally I like either high levels of interactivity that help shape the events or personalities of the characters, regardless of how different the endings may be OR little to no choices and just getting lost in the story.
The only thing I don’t really like is when you’re given choices that may seem like they impact something but don’t actually change anything but a specific dialogue. Think like “do you want to go to the party?” And the options are “yes” and “no” and if you choose yes, you go, but if you choose no someone forces you to go anyway. That’s a simple example and often this happens with LIs who, the author makes it seem like you get a choice to hang out with them or not, but no matter what you have to lol. If I don’t have a choice, that’s fine, but don’t give me the illusion of it.
I don’t mind stories either way because it depends on my mood. At times though, I feel like people who put high levels of interactivity within their story, and it flows well, adds to the mood of the story. I just don’t like treating things as the end all be all of what story I like.
My opinion on a story won’t change either way. I’ll still judge a story based on its plot and characters. Impactful choices and mini games might enhance my immersion, but it won’t distract me if a plot of a story is weak.
Oh yeah. That was just to say I think there’s merits to both meaningful choices and no choices and it depends on the genre and themes of the stories. All my favourite stories tend to be one of the other and the type of choices or lack thereof all fits those stories appropriately
Hm. I guess it depends? I really love reading meaningful stories and adventures where there’s limited interactivity; if it’s a good enough plot and the writer is really invested in the story I wouldn’t mind if there wasn’t any choices at all.
On the other hand, I really do love choices-- it really spruces things up in a story! And it’s very enjoyable when you get to fully customise your avatar and make choices that develop your personality.
I prefer a medium level of interactivity haha. It’s nice when an author establishes a sort of routine or expected interaction, like if the character has an upcoming event you know you are going to change their outfit. I think when there’s too much interaction, it starts to lose its appeal, well for me at least haha. I like choices, but I prefer when the choice has to do with the general plot instead of consent to progress a romantic relationship. Those always seem silly to me haha, like if you are reading a romance and hoping to end up with your LI of course you would say yes to progressing the relationship haha
I myself prefer it when there’s impactful choices, which actually make a difference to the storyline. It’s just more exciting when I know the plot isn’t headed in one direction no matter what, and I actually have some say in the outcome.
That said, I have read stories with unimportant choices and one, linear storyline, and still been able to enjoy them.
I totally agree with this. I can enjoy any level of interactivity if it’s appropriate for that particular story; the only thing I don’t like is fake-out choices like the one mentioned in the party example.
Nope! Totally fine with little or even zero customization though I have a handful of exceptions. For example, I’d probably exit the story if the main character is white and has the full round pouty lip shape, but it wouldn’t bother me playing as a character who’s a different race, sexuality, gender, etc. from myself.
Not having dressing games wouldn’t bother me either, but that can be a small, fun way to make the reader feel like they’re doing something without changing your vision for the characters.