: Re: Should I signal completion of a decision point in an interactive novel? In my visual novel (an interactive, narrative-based video-game), I have a detective character who decides whether he believes
If the detective is entirely impassive, and reveals nothing, your interviews are going to be pretty boring for the player to wade through. I'd suggest giving him some info-bearing "tells" that a savvy player can pick up on (change in expression, drumming fingers, etc.). In game, no single character would ever see a tell more than once, so it's plausible they wouldn't see the patterns.
More posts by @Sarah872
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