I've never personally liked that sorta thing. That's a very "visual novel" thing to do I suppose but I'm going to try the "show, don't tell" approach more often then not.. That's also the reason the protagonist is completely silent unless there's a dialog option to choose.
I'm gonna try to have a lot of interaction and background details that change such as weather, kind of like how I have the time of day right now.
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Good idea there. Just protect the "illusion of choice". Every game developer has to make or fake it or else the player will feel controlled no matter the game. Undertale and the certain Telltale games are both good story-driven examples that I can think of because they'll almost always have the same ending. Here's a link to better explain it for everyone........#donate_to_this_game
For a full on game I have a plan to manage this sort of thing, but there will be somewhat pre-determined stories since a computer couldn't exactly write a compelling narrative. Those stories might have certain dialogue added depending on player choices to give the illusion that it's totally dynamic.
Bad Example: "Remember when we were "insert place here" and we had that conversation about "insert thing here?" It was "insert weather" that day, I felt "insert emotion here."
Meanwhile, the main story is somewhat on branching rails Telltale style with the side content being actual dynamic social simulations.