xninebreaker wrote...
I'm beginning to understand now. So, these bad ends essentially serve as hints on some level to the reader? Since missteps in decisions can cause a bad end, the bad end would usher the reader in the right direction? Also, save files as checkpoints... What if the reader never saves? lol. Or is it the checkpoints that are saves?
Yes, they serve to understand your decisions and how they have affected you. On your next play, the previous decision you made will be highlighted. Some of these decisions, however, will be necessary for the good (and the true ending). I mean, somewhere along the line, each VN player has accidentally messed up, right. ^^
and if the person doesn't save... well fuck... newgame+ XD they'll just play the entire game, but with new added information.
high_time wrote...
That kind of thought has more or less impress me on how you tried to make a certain breakthrough towards what you think as 'Bad End' something that I tend to avoid while playing VN, and gone to stick for walkthrough because I solely want to enjoy the story itself without any screw-ups along the way lol. It might be more interesting if the Bad Ends could have a return point, which I think it's a new promising concept.
People might even want to try clearing it whole given that even the Bad Ends had its own special meaning that could even match up or provide even better impact than the actual story itself, either way I enjoyed reading the Prologue thingy on this piece and I wish ya best of luck for this project!
Well, its strange how most games encourage the player to beat the game. Here, I want them to screw up ^^; I guess its more for the impact on the game overall. Its not too bad.
Thanks for the input. I'm glad you enjoyed it.