Machi – Upping the ante

I may have spoken a bit too soon. I previously said that, even though Machi is a very complicated game in terms of structure and connections between characters, there’s enough signposting to make one understand when a choice is gonna be important. A red caution sign appears whenever a scenario-changing decision needs to be taken: that will make sure people can never get into too much trouble. Right?

Well, not so quick. Turns out, the red sign was only around for the first day, as a sort of tutorial. From the second day onward, all choices are unmarked. Even the important ones. That will definitely make things harder.

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Of course, not all choices are important.

It’s still playable, but it does mean I’ll need to keep a semblance of organization. I can’t just play the game blind anymore. Therefore, I’ve started keeping tracks of all the choice hours and zapping points in the game. I expect the table will look quite busy by the end.

But damn, a spreadsheet file for a sound novel. This is the first time I hear of something like that. The average visual novel just has a couple choices before locking you into a specific route that “overwrites” all the others. Machi has a truckload of choices, zapping points, bad ends, and there aren’t any real routes: it’s a single story that unfolds, all of the characters contribute to it. Truly, Machi was the “innovation of sound novel”.

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