![]() ![]() Sure there might be some who misunderstand the material, but as long as you don’t make it super good and happy, it’ll be ok, as long as it’s well written. There are several well done depression games (counting spoons) and we’ll done abuse games (papa y yo, but its more platform than if, Red Spider Vengeance) that can help people who never went through stuff understand victims. Personally, I won’t write about things that creep me out or things that I don’t have the finesse to do well (not trivializing, I don’t think bad actions are well) like the MC getting raped in detail, child abuse, centaurs (seriously, it’s like romancing a horse ).īut, interactive fiction is a great tool for teaching, if everything is done well. There are no limits for anything in general and even if CoG won’t post it, somebody else would. I’m writing a darker story as a side project (will probably NOT be finished in time for the contest now -sighs-) where the reader and all the other characters are mid-range anthropomorphic animals (think right between the new Jungle Book movie and Zootopia) and I’m wondering if using animals lets me “get away” with giving the reader more morally dubious/evil choices? Example: What if I let the reader choose to eat another character? What if that other character is young, perhaps just a child? Is that too much? Or is it “okay” because we accept that animals (even anthropomorphic ones) eat other animals? Can you imagine a story where a human player-character is given the choice to eat another character? That would obviously trigger a much different reaction, I would think.Īnd does the reader’s option to be implicit in the action make a difference? How much? Would a scene where the evil NPC villain beats the snot out of an innocent person be less objectionable than giving the player the choice to be the evil NPC villain and beat the snot out of an innocent person directly!?Īnyway, I just think there is a lot of fertile ground for discussion here. (think Dean Koontz villains, really disturbed people)Īnd how do the setting and other story elements affect our views? For example… Evil character who is never a serious threat and is played more for laughs” are options, but none that I would call an actual bad guy. How possible is that? (note: I have not read “Diabolical”) I mean, how possible is it to really be a super evil player in a serious game and still pass CoG/HG, Apple Store, etc? It would seem that being “an anti-hero” or maybe “a player who kills villains” or maybe “Gru/Dr. People have frequently asked for stories where they can be the villain. So do people have their own personal “lines in the sand” for their stories? Have any authors decided to take out scenes after getting feedback? How much is too much? ![]() I think most people take the position that simply reading about characters performing evil acts is one thing, while in interactive stories, we can allow readers to directly engage in the evil actions, which might be another thing entirely. I used “interactive fiction” to include all stories where the reader makes choices that can impact story. Yes, I know (for us) the short answer is “wherever CoG and/or HG (and Apple!) decide they are.” ![]()
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