-It's good to write in simple words, but don't exaggerate it. It's also important to write naturally!
-Too much stuff thrown at the player can feel messy, but can also feel fun. Find a combination where it's not too messy and not too boring/empty/structured
-Don't try to explain the context and background of the story with a long dialogue in the start. The player has to know what world it's being thrown into, but they should be able to understand that naturally from the environment
-The personality of the characters shouldn't be shown with grammar and word choices only. It should be deeper than that. It should be shown with their behavior primarily.
Seems like the main point it: Make it natural, don't force it. Most importantly, just make it fun
And I don't mean, just do whatever feels right in the moment. That's not what I mean with natural. I mean, use the knowledge I get about storytelling and design to make natural decisions that don't feel like I'm following a manual for creating things
-Have confidence in that the story and ideas are good as themselves, no need for irony or meta-jokes to comment on stuff
After Eppers threw up the invisible walls I tried to follow the roads toward Malery's house, but failed after driving around aimlessly, talking to as many NPC's as I could. I ended up lost and driving circles in Japan/HongKong. I really dug the vibe and the fun & strange characters even though I didn't get far and may have mostly talked to the random citizens.
I haven't really started developing it yet