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In works that aren't strictly visual novels, where players/readers might not expect their choices to matter, then visual indicators work well to remind them that yes, the choice they just made will...
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#4: Attribution notice removed
Source: https://writers.stackexchange.com/a/42624 License name: CC BY-SA 3.0 License URL: https://creativecommons.org/licenses/by-sa/3.0/
#3: Attribution notice added
Source: https://writers.stackexchange.com/a/42624 License name: CC BY-SA 3.0 License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision
In works that aren't strictly visual novels, where players/readers might not expect their choices to matter, then visual indicators work well to remind them that yes, the choice they just made _will_ affect something. But in visual novels, the concept of "every choice matters" is pretty much a given, so it would be distracting. Since you appear to be writing an occult detective mystery, I'd say that not telling the player what kind of effect their choice had (or whether it had an effect at all) would work well. But if you _do_ want to provide some kind of feedback about whether you've convinced the detective or not, you could have him stand up at the very end of the interview, get to the door, then turn back and say something like: > You know, between you and me... I don't believe a word you just told me.