Choiceless games?

I’ve been mucking about with some adult chat bots, but having a fun time breaking them down a bit, controlling the narrative, and exploring some hyper-WG/BE/AE, etc… scenarios.

I’ve been toying with the idea of maybe cleaning them up into stories, though for some parts I think the chat interface display is an interesting idea, at least for parts.

I know some VN can mostly be just visuals or animations without much choice, and I was curious on folks thoughts on just reading a story vs. having visuals vs. having an aspect of time built-in?

Like would a “game” where it’s basically a story dolled out over time via chat as you click (or wait) for reveals, maybe with a few images intermixed be engaging enough?

On a similar note, is it ever interesting to have mostly dead paths where there’s only one right answer to progress forward?

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So… a visual novel?

(The character limit is the enemy of wit).

There’s actually a term for these: Kinetic Novel
So you’re not alone in having the idea.

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Cool, thanks for the terminology. That’s half the battles some times is knowing what things are called. Good to know it’s at least not a completely uncommon or unheard of thing. Thanks!

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Personal opinions follow. YMMV!

Different, mutually exclusive, wouldn’t-want-to-live-without-any-given-one styles of engagement! The ‘ideal’ answer is particular to the story and the author. “Passage” would suck as a text adventure. “Make It Good” wouldn’t be as good as a point-and-click. “RoadWarren” would be weaker without it’s custom RenPy presentation of map-and-text-wall.

(Not a game - lacks interesting, engaging, or crucial choices.) Kinetic Novels can be engaging. Books can be engaging. I think if you’re aiming for an enjoyable experience, this is a viable avenue to approach that by way of. And the blurred edges between VNs and KNs means most won’t be as pedantic as I am about what’s literally a game and what isn’t… but again, a narrative doesn’t have to be a game.

Yeah! But I’m in that minority that enjoys bullethells and point-and-clicks from the 90s where you can lose two hours of progress because you didn’t, I don’t know, tuck your pistol or gardening gloves under a pillow at exactly the right time. If you’re going for maximum engagement across the widest audience, this is probably something to be avoided… but what does the art want? I think you’ve got to take instances of art like you’ve got to take people - they are what they are, and you’ve got to accept them for that or do without. Forcing square pegs into round holes is just a way to commit to being miserable.

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