To be fair, the dialogue choices and Decision Points are NOT optional. Of course it's possible to switch off all notifications, but that doesn't make it optional: your choices will shape your journey, sometimes in major ways, and we think it's important and fair to let people know when that happens.
The part that IS optional is the online component, and you're right, we could definitely switch off the 'click on the wheel to see the choices made by other players'. We'll see if that's easy or not.
But we are not going to pretend a major gameplay component and key story feature doesn't exist. We respect the fact that you prefer how it worked in TLJ, but that doesn't change how it works — and will continue to work — in Dreamfall Chapters. So no, we're unlikely to make any big changes there. Sorry!
Hey Ragnar - thanks for responding! I know you're super busy. Trust me when I say that I am really excited that you have this reactivity in Dreamfall Chapters, and I'm not speaking out of ignorance here - I studied video game narratives and the challenges of branching as my principal focus in school
I think we can break this down into three components:
a. The broader philosophy of branching and reactivity as applied to Dreamfall: Chapters
b. The specific way that reactivity is implemented in Dreamfall: Chapters (which, so far, seems to be split between the "floating dialog options" and the "Balance Shifting" components)
c. The way in which the results of these choices are communicated to the player.
I don't think anyone in this thread is challenging you on A or B, and if they did it doesn't matter because it's so core to the game's design that it's way past the point where you could change it even if there was demand for it (which, again, I don't think there is). We're only talking about the presentation here!
I am very sympathetic on wanting to be transparent about these choices. I think it's great that you're letting players see the inner workings of the game, and getting a sense of how things will play out for players.
But let me quote one of your characters: "Mystery is important." For many players, including myself, we don't *want* that information at the point when we make the decision. We want to see that manifest down the road, in the reactions of characters. And the great thing about The Walking Dead, which seems to be your inspiration here, is that ultimately the notifications were unnecessary. Characters referenced past actions in dialog, their behavior made clear when they were frustrated with me, or grateful, based on previous decisions. The notifications tell you *what will happen*, the characters tell you *what did happen*. The latter, to me, feels greatly naturalistic, and it also encourages me to live with my actions and not try to game the system. And I bet you guys are planning to do this as well, right?
On top of that, I'm into the role-playing aspect; I like to imagine that every choice I make matters in some way or not, even if it doesn't. One of the problems with this model is that if a "X remembered this" notification doesn't appear, it is reminding you that that choice has no reactivity, which is sort of dissapointing.
Finally, outside of those two components, there's an aesthetic aspect to this. Immersion is a very subjective thing, so I don't want to say the notifications are flat-out "not immersive," but for me they really break it, because it interrupts the flow of the dialog - it's like a commentary track that can't be switched off, the development team popping up and going "This is how this choice works!" With movies, the first time I view it, I want to see just the work itself; on subsequent viewings, I'd love to have the commentary and hear about the inner workings. I feel like with Chapters' current incarnation, we don't have that choice; we get commentary the first time around.
Now obviously I don't know your production schedule, your limits; but I imagine that it is at least theoretically possible to add an option to disable the UI elements of this, the visual notifications saying how this choice will play out. Again, The Walking Dead had this as an option, and everyone seemed happy with that compromise. Nobody is suggesting it be removed altogether or that you in any way change the actual model of reactivity.
Thanks for reading my lengthy post!