2014-01-15, 03:54 PM
Aside from the backstory found in the manuals of KF and ST, I think that for games that retain the KF style of play, which is more mysterious and allows the player to imagine their 'silent protagonist', the YES/NO function works pretty good and SOM allows for this with the IF (message choice) I personally prefer this approach to choices in games, because sometimes the dialogue options dont match how you would respond.
The critically acclaimed Souls' games work this pretty well I think, because the player affects their game world more with actions rather than words.
The critically acclaimed Souls' games work this pretty well I think, because the player affects their game world more with actions rather than words.