Hi, first time posting here, but I've been playing AGS games for years. Now that I finally have some spare time I decided to make my first short game.
It's still in the early stages of development, I'm writing the story and puzzles, deciding about the art style and doing some concepts of the main character. The character is a cat, and the game consists in doing "cat things": stealing food from the dinner table, getting the door open to go outside, etc. The game is going to be fun, cartoony and whimsical. Here's a couple of concepts:

Feel free to comment about the images, but the bit I really need some help with is the story: The idea is to portrait a typical cat's day. It's not going to have a bigger "objective" like defeating a mad scientists, rescuing your girlfriend, finding a treasure, etc, it's basically going to be a series of typical daily cat's business.
So, my question is: do you think that the lack of a plot/goal could cause the player to lose motivation after a while? I'm going to include a lot of funny animations after each event to help keep interest and motivation, so I'm hoping the "what-is-he-going-to-do-next?" factor will be enough to keep the player hooked.
Any thoughts? Should I squeeze in some sort of plot to make things more interesting?
Thanks,
Alex
It's still in the early stages of development, I'm writing the story and puzzles, deciding about the art style and doing some concepts of the main character. The character is a cat, and the game consists in doing "cat things": stealing food from the dinner table, getting the door open to go outside, etc. The game is going to be fun, cartoony and whimsical. Here's a couple of concepts:

Feel free to comment about the images, but the bit I really need some help with is the story: The idea is to portrait a typical cat's day. It's not going to have a bigger "objective" like defeating a mad scientists, rescuing your girlfriend, finding a treasure, etc, it's basically going to be a series of typical daily cat's business.
So, my question is: do you think that the lack of a plot/goal could cause the player to lose motivation after a while? I'm going to include a lot of funny animations after each event to help keep interest and motivation, so I'm hoping the "what-is-he-going-to-do-next?" factor will be enough to keep the player hooked.
Any thoughts? Should I squeeze in some sort of plot to make things more interesting?
Thanks,
Alex