Designing "no good choices" in political games without frustrating the player
When writing branching narratives for a political game, it’s really easy to fall into the trap of making every tough choice feel artificial, where the "correct" path is just hidden behind a speech check or a specific item. In Emindar, we've been trying to lean into scenarios where every available option actually costs you something, and the best you can aim for is damage control. For instance, when a food shortage hits, choosing to appease the traditionalist council alienates the industrial workers, but backing the workers breaks promises made to the old aristocratic houses. For those designing choice-driven or strategy games: how do you balance making players feel the weight of a bad compromise without making them feel like the game is just punishing them unfairly?