Disorder About Disorder is my first-ever project combining medieval, fantasy themes in a modern setting. It’s meant to be a parody of the current modern society. Why are there orcs, elves, dwarves, and other fantasy-based creatures roaming around this modern-day world? Because I love fantasy! My biggest goal with Disorder is to really push character narratives through adult and dark themes. The base game will always be free. It is, by its nature, a kinetic visual novel. AKA There will be no branching paths or choices. The only choices you have as Maverick are what you choose to do with your time/money, which, in the end, eventually leads you down the same path. My only answer to anyone who asks why choose a kinetic visual novel is that I have a specific story to tell.
I understand the beauty and sophistication of allowing players to make their own choices that lead to a specific outcome based on those choices. However, I don’t wish to overstep and promise to deliver on things on which I cannot be sure (I am only one person) and things on which I’m not a big fan. For my personal works, I want one ending and one ending only. I feel as if there are any alternatives, I would not only sophisticate and extend the developing process but almost invalidate the themes and messages I want to showcase when I brainstormed Disorder in the first place. Imagine a game or show where several characters died, but all of a sudden a magical item brought everyone back to life towards the end. Poof! Your deaths had no meaning. That is not to say I hate works with multiple endings. As long as they’re a great product, they’re a great product. I just don’t want them in my work, personally.