Trying to work on a non-linear RPG on RPGM1 (in which I was unsuccessfull) made me realize that there must be a fine balance between quality and quantity in character creation and keeping this balance is a difficult thing to do. If there are too many characters it will be hard to give them all important personalities but if there are too few then the player will get sick of them too quickly.
This problem is most present when trying to create a non-linear game because the more freedom you give the player, the less personality you will be able to give the characters. It also makes for a lot of extra work if you want to try to create different scenarios for each possible character combination in each situation. This is the one downside to making a non-linear game. On the other hand if you create a completely linear game then scenarios involving characterization are much easier to handle and much less work is involved however the player will feel constrained by having no freedom.
This problem is most present when trying to create a non-linear game because the more freedom you give the player, the less personality you will be able to give the characters. It also makes for a lot of extra work if you want to try to create different scenarios for each possible character combination in each situation. This is the one downside to making a non-linear game. On the other hand if you create a completely linear game then scenarios involving characterization are much easier to handle and much less work is involved however the player will feel constrained by having no freedom.




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