

Hiding the system has other benefits as well, including being able to *change how it functions* as time goes on without calling attention to those changes. You should pick what feels right for you, and the game should respond accordingly. When you’re making decisions and choosing what to say in Scarlet Hollow, it shouldn’t *feel* like a game, at least not in the sense of it being something you’re playing on a meta-level. Having a meter to see that x statement gives you y openness points with Tabitha would ruin that immersion and gameify things to the detriment of the narrative. We go out of our way to not show off this system, even though it’s a big part of our secret sauce, mostly because the whole point of it is to make our story and characters feel more alive and dynamic. Choosing to be reluctant with Stella means she sees you as a person she can’t be as open with and adds to the overall calculations for scenes such as the end of episode 4. And there are numerous opportunities to confront her about this pattern of behavior in subsequent chapters.Īdditionally, choices like this also have an impact on the relationship you have with characters– the relationship system in our game is hidden but quite complex, and choices like this can be remembered and their opinion of you can change. It’s supposed to make you feel a little uneasy, and it’s supposed to give a separate perspective on her character compared to a run where you excitedly “yes-and” her every step of the way. Stella being pushy and ignoring boundaries is an important part of her character - while the game doesn’t have a whole separate path exploring the (uninteresting) story consequences of not going into the woods, we wrote the player’s attempted refusal and Stella’s subsequent insistence in an intentional way to highlight this aspect of her personality. That last post was a reblog where replies were already turned off! scarlethollow visualnovel horrorgamingWhile Tabitha gets her tea we pass the time at the convenience store with some of the localswithTheOutbackAl - htt.

As you make your way to Tabitha’s home, you’re given the option to explore varying dialogue branches to get to know her better. You learn that you have arrived in town for the funeral of her recently deceased motheryour aunt. So in the same way Sybil "but thou must"ing us makes us distrust her, this behavior makes us distrust Stella, potentially for reasons that you may not intend. Upon arriving in the town of Scarlet Hollow, you’re greeted by the stoic, if not abrasive, cousin Tabitha. this is the psychological experience this particular narrative tool has on a player. There's also the branches of Save the Princess that invoke this trope, to equally great affect. Which isn't always bad! I know Sybil does this to great affect in one of the later chapters, and it's a legitimately bonechilling moment. So then when the player chooses it and the game gives us the "But thou must!" response, we feel betrayed. And if there's a lot of buttons like that all attempting to refuse the woods, that expectation increases. Like if there's a button that reads "Sorry I don't want to go into the woods." it creates an expectation that if I play the game again, I can click it and go down that route.

She keeps a list on her desk of what to do next.You turned off replies to your latest post, but I think the thing with going into the woods with Stella isn't so much that the player is forced to do it, so much as. 5 subscribers in the asngspr0eadc1 community. Titania is extremely organized and structured and enjoys working according to a plan. Commission slots - open Crimson light and scarlet whispers, dance with me little vessel. She prefers to stick to the facts and is not one to let emotions get in the way of making a decision. 2D Game Artist at Reflex Gaming drawing hollowknight. Titania believes in clear definitions for everything and wants to avoid confusion whenever possible. She wouldn't argue with a brick wall because she would know there was no point. Titania values facts and details and is more interested in concrete benefits than potential outcomes. She prefers to work in a team environment but is not above working solo if necessary. She tends to define things clearly in advance and follow a logical course of action. Titania's world is orderly and well-defined, with few surprises or ambiguities. Her secondary mode is external, where she takes things in via her five senses in a direct, literal, and unvarnished manner. As an ISTJ, Titania's primary mode of living is focused internally, where she deals with things according to a time-tested set of rules and routines.
