the overall game is still DR, however. class trials, murders etc. etc. etc.
realistically the Mastermind isn’t as core of a thing to the DR experience as you’d think
however, in order for the game to properly be interesting, you need either full RP (something that not everyone is into) or you need some kind of incentive to do Weird Things
there is a concern that some people will be less likely to murder just so they can do their true ending
in fact people not wanting to murder is a whole other issue
some True Endings would require murder to even know what they are, and would be something strange you hdo after the crime
plus that’s why escaping normally is still a Good Ending; it’s sure as hell not easy to do.
i think the problem is then that a lot of people might think it’s unfair that they have to murder to unlock their true ending when someone else’s could be unlocked much more easily
like it will require a lot of careful consideration to make sure people aren’t given differing levels of freedom? but then i’m not sure how this would work with the idea that some people have their true ending unlocked by something happening to them over which they have little control, and others being able to do something about it
like flavourwise this seems interesting and i think it’s good if people would just
accept that they have to play the game a different way
but i think a lot of people wouldn’t be happy
oh obviously design-wise the game will be an even bigger headache
but after design i imagine things might run more smoothly
more preparation generally makes adapting easier
even the True Ending routes that are unlocked more passively will likely have some way you can accelerate their unlock by taking some sort of risk
ok that’s fair
also generally if you find your True Ending passively it’ll be harder to actually complete, whereas if you have to go out of your way to do it, it’ll be easier to do so
this sounds good and interesting but as you said designing this with practical consideration in mind sounds like a nightmare
like uh, if you use the example here
it would be quite hard to add something to accelerate this and still be of some kind of relevance flavourwise?
that’s a good way of handling it
i explicitly used this as an example because i thought it wouldn’t work as a condition
oh right, yeah
also, how much would the true ending (and their unlocking) be related to flavour
like would the condition to unlock them be explained in detail in classcards? or would it be a baseline and you’d have to figure it out from lore that’s discovered
i think this might already be the plan, but the condition to unlock the true ending could be adjusted depending on the lore that’s found
and possibly even the actual true endings themselves
the idea is that the True Ending represents what the character wants most, when driven to extremes by the game. so they only learn what they truly want once they get in a situation where they realise it.
in other words, i Have Plans™
but yes it would be highly flavour-related, but the exact condition would not be explained in full detail on the classcard, just enough to know how to make it happen, roughly
ok that’s actually
really interesting
like someone being murdered in a certain way could trigger someone else’s true ending
now what would happen if people weren’t told how to unlock their true ending