Thank you so much for your thoughtful comment, though we make no promises we can adapt all raised points, we will continue to strive forward to producing a good game!
FerreTrips' comment about the second point view story telling did get me curious about your thoughts.
O I love about WTDL is how unique of a character Kobu is. He has his own personality, goals, and faults; and I think the choices we get are an extension of what could happen based off of Kobu's experiences and behavior. On one hand, I can see how it could make the reader feel less like Kobu; but on the other, I think it makes for a more dynamic character for this story rather than having a "blandish" character that could fit the player's personality.
Anyway, my main question was: was there any reasons why you chose to use a second point of view for the story? I think it works well, but did you debate about using a different point of view?
The POV was thought about in the development phase of the demo. It came down to a few factors:
1. The writer's experience was writing in the second person.
2. The use of "I" at the point of planning the writer thought it might cause a disconnect, as it implies the character is the player, but the character does not talk or choose things the same way as the character, so it didn't feel suitable.
3. Then there was the option to go third person which at the time felt like it was against the goal of having the player feel like they are int he adventure, but recent reception seem to indicate people don't mind a third person perspective, but it's too late to change now.
4. That's why second person was chosen as the middle ground of not too immersive and not too little immersion.