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Topic : 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 - selfpublishingguru.com

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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.


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