Gamasutra - Opinion: When choice becomes a metric, narrative design suffers
When I released my most recent hand-drawn, branching-narrative game The Last Survey on Steam last summer, I used as many tags as I could to attract new players to my work. Encouraged by my peers and mentors, it was my first time using the platform for distributing my games and I was eager to see how the player-community might receive my nuanced story about the environmental, social, and political ramification of globalism. However, I initially received some mixed receptions of my game, but not because of the content or gameplay, but because of my misuse of the tag choices matter.