when we talk about misleading we mean situations like:
choice 1: "tell her you love her" resulting in girl leaving.
choice 2: "tell her to go fuck herself" resulting in girl giving a bj.
yeah that's very true and we shouldn't put too much weight on complaints anyway.
the old rule of thumb is: if a reader tells you something is wrong with your story, they're almost always right. when they tell you how to fix it they're almost always wrong.
Yes, i'll get that.
Choices like these are just childsplay. Probably the wrong term to describe it but actions suppose to have reasons.
But the same i do see in movies as well. Lazy writing.
I have to be honest. Some games, pretending to offer choices, but the character you control goes one direction anyway no matter what you chose.
(mostly) men with their pants open want the sex part and no matter the story, they will cheat in order to get there. So the story doesn't really matter and i think i didn't came personally across where the story is merely more than a means to the end.
This becomes quite boring. In some sense kinetic stories are more fulfilling. At least i see what the author had in mind and go along for the ride.
I don't know if i would be a good story teller. There was a time when i thought, i can do this. Obviously i can't.
Time being the biggest problem.
So to create a story that makes sense, you have to think off many things and especially the render itself should give you a clue about a situation, the context.
I spend my time just rendering images for my own pleasure. Why? Because it's hot but at the same time, i couldn't come up with something unique.
And you see a lot of "new" games that have the same theme, same everything.
I remember playing a game called (something) Rebecca and it started out pretty good. A lot of details were paid to emotions which made it very compelling. Though it took a different direction and i lost interest.
Meaning, it matters really what you convey in a scene to correspond with choices. There aren't many games that are really good, where the story actually makes sense.
Now being a porn game, you can argue that it doesn't matter because sex.
A game that i really liked because of choice given but not a lot of people like is Love of my Life.
People usually hate it for the characters. I think.
But it has a story that moves you. Not many games on her made me feel like that.
A dev needs a lot of time to create something good and most don't have that time. So you see a lot of E- games.
I try to image a dev that would listen to the fan base. How would he or she change the problems. Most of the time the dev has to change the beginning. If it's renders, they can be better latter on. Maybe an update for the early parts later on.
But the story? This is quite hard. Lots of rewrite and changing the code. Not really easy.
Which explains why so many titles get abandoned.