angharad_gam: (Default)
angharad_gam ([personal profile] angharad_gam) wrote2017-06-21 08:23 am
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Two things occur to me...

1. I am really bad at avoiding spoilers

2. I have a great talent for choosing the most tragic and least likely to have a happy ending of all the romantic choices in these frigging games. In my own defense, there are not many options that _do_ have happy endings as such, but I still seem to stumble into the worst of them.

In other news, this is the cold that never ends...
reverancepavane: (Default)

[personal profile] reverancepavane 2017-06-22 05:55 am (UTC)(link)
Not to be pessimistic but failure events when creating a branching decision tree are the most common because they are terminal events. Double so in the real world, because they sheer whole limbs that would normally ranch off the central script you want to implement. So you tend to run about 75-80% unfavourable outcomes in a story line.

I was writing a computer game many years ago when I realised that the AI I was secretly building was far more interesting.

Then again some people have no idea how to write romance. If it's not tragic then how can you know it was really a thing.