u/ExcellentTwo6589

Game Accessibility and Mental Health Benefits

Should accessibility settings be included in every game, even if they change the intended challenge?

reddit.com
u/ExcellentTwo6589 — 4 hours ago

Moral Systems & Oversimplification

From a design standpoint, how do you create moral systems that feel nuanced without confusing players or making choices feel meaningless? Do you think visible morality meters really help players engage with ethics, or do they just encourage min-maxing outcomes instead of genuine decision-making...

reddit.com
u/ExcellentTwo6589 — 1 month ago

Player Identity & Projection

Something I find interesting in game design is how much players project themselves onto characters even when the protagonist has a defined personality. What design choices make players feel connected to a character vs. feeling like they’re controlling someone completely separate from themselves? Would you say that silent protagonists, dialogue choices, customization, etc. actually strengthen player identity, or can they weaken the narrative? Something I've been wanting to discuss with like-minded individuals.

reddit.com
u/ExcellentTwo6589 — 2 months ago

Way of Representing Mental Health Mechanically

How do you approach representing mental health through gameplay mechanics without reducing it to just a “system” or gimmick? A lot of games try to translate emotions, anxiety, stress, trauma, etc. into mechanics...but sometimes it feels thoughtful, and other times it feels oversimplified or exploitative.

reddit.com
u/ExcellentTwo6589 — 2 months ago

Emergent Narrative

Emergent narrative is something I find really interesting... stories that come out of systems rather than being fully scripted. From a design standpoint, how do you actually build systems that consistently produce interesting or emotional player stories instead of just random outcomes?

reddit.com
u/ExcellentTwo6589 — 2 months ago

State Variables In Narrative Systems

How do you use state variables in narrative systems without making them feel too “gamey” in a way? Tracking things like player choices, relationships, or hidden flags is powerful but if players notice the system too much, it can break immersion.

reddit.com
u/ExcellentTwo6589 — 2 months ago

When designing branching dialogue systems, how do you stop them from becoming either too shallow or completely unmanageable? It feels like the more branches you add, the harder it is to make choices feel meaningful without everything collapsing back into the same outcome. A little help on this please.

reddit.com
u/ExcellentTwo6589 — 2 months ago

Too much control and the story can lose focus, too little and it feels like the player isn’t really involved. What design approaches help keep a strong emotional arc while still giving players meaningful agency?

reddit.com
u/ExcellentTwo6589 — 2 months ago