I’ve been a bit addicted to some visual novels lately (they’re pretty crappy, but hey I can’t complain, the Voltage Inc. games are in ENGLISH), and I realized, a consistent storyline involving one of the characters is pretty important.
Because after all, who in the world actually liked the fact that characters in Harvest Moon would say the same thing every single day? No one. Not a single soul. We want progress, we want dialogue, we want stuff to happen. We want to connect to the characters and form a believable bond – and you can’t do that unless the character’s dialogue continuously changes according to your standing with them, and their surroundings.
So, I’ve decided to NOT make the bachelors say something different each day in Tailor Tales. Instead, each time you talk to them (and based on his relationship points with you), you will get to have an actual conversation, which will continue the next time you talk to him again. Basically, you’ll be following his storyline. At specific locations, other characters might join in on the conversation. No, not every single time you talk to them you’ll progress his storyline, you still need to heed to the required relationship points to advance, and sometimes you need to be in a specific location to trigger it. If you don’t trigger it, you’ll get regular standard dialogue.
Think of them as heart events in Harvest Moon, except there will be a lot of them and the conversations will be longer and have more substance.
This way, I can still combine the ‘visual novel’ style with the ‘open world’ style.
Of course, only bachelors will get this kind of treatment.
This will definitely require an overhaul of my dialogue system.