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(4 edits) (+1)

Adventure gameplay shouldn't be an issue: proceed and twist a plot is just matter of set certain proprieties true/false or use common math to achieve certain result



Most simple example: you get few npc with "disposition/karma" value which is a simple integer from 0 to 10: 0 == npc hate you, 10 == npc loves you. And you can influence this value with a simple plus or minus value (being careful to set the bounds in the range of 0~10)


if you pick the dialogue option "f**k you!" with npc.. the value is set -4. If you pick the dialogue option "I love what you do" the value is set +4. Then you can have different ending based on which choose you took during the gameplay (thus, different ending).

This is a basic example, an audio game adventure wouldn't make difference. This issue on complex audio gaming is, as I said... the 4th dimension.

Within the 3rd dimension, you don't use too much time (4th dimension): you see all your option within a glimpse (think an inventory with all objects you own presented as nice and colorful icons).

Audio is different: in the 4th dimension you have to wait to listen all the options (it takes time), plus you need to wait to return to the actual option you've set ultimately your mind into.


That's not an issue, even if split the path in two simple options everytime you can reach a very high degree of complexity... the real issue to answer here is not how much complex you can make the adventure, but how much fun it would be!



One possible solution I am thinking, is to give more than one feedback at time for choice.


If you try the sample draft I've made. when you press [left] the narrator will tell you what will happen by "picking that choice".

While you're holding [left] and [action] you'll ear the footsteps in background (the voice don't stop talking about): the sound in background is supposed to mean "you're going there/you're picking this path"... but you can still release the [action] button to abort "the walk/picking". You need to keep hold both [left] and (then simultaneity) [action] button to actually follow that path.

For someone used to visual adventure, this system may seem a bit cluttered and unnecessarily complicated; but currently its the best approach I found so far.

Other system I wondered are those annoying automated attendant ("this is a free message, press One to..."); but those are intend to work for elderly/simple people, not ideal for gamer. A gamer is more than willing to use his/her memory to obtain additional functionality (so, things that are not explicit said are still known/rememberd... like an "abort" function. Abort function in the draft is made by holding [action] (first) and [left] (then, together)


 I'll check out your draft when I have some time, but I think I'm just meshing thoughts together. In my mind it is almost like listening to the audio play "Hunt The Truth" for Halo. It wasn't interactive but it was very immersive. The writing was good and the sound effects not only fit the world of Halo, but sounded like it could be real.  This thought meshes with an idea i had for a video series for the text-based "Choice of" Games where I (and possibly others) would play through a game and produce a script and voice over it as seamlessly as possible, completely turning into a narrative audio-book-esque lets play. This would almost be an interactive audio-book.

With the right execution I have no doubt it could work, but it is hard to conceptualize something with little reference to anything one has seen before. That said I am certainly intrigued, even if I don't fully grasp the concept.