ffive

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Jun 19, 2022
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But I think it would be important to finally get away from everything in AWAM happening in separate, completely unrelated storylines
That's not really the case, though. The storylines are fairly (and sometimes annoyingly) intertwined, to the point where dropping one can permanently stop others. E.g. blocking Ellie/Dylan early prevents Sophia/Dylan and consequently also Dylan/Emma as well as most of Dylan's interactions with other girls. Sophia similarly won't be able to get closer to Amber's son if she doesn't follow Aiden's storyline, etc.
 

XaGnard

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Aug 11, 2018
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That's not really the case, though. The storylines are fairly (and sometimes annoyingly) intertwined, to the point where dropping one can permanently stop others. E.g. blocking Ellie/Dylan early prevents Sophia/Dylan and consequently also Dylan/Emma as well as most of Dylan's interactions with other girls. Sophia similarly won't be able to get closer to Amber's son if she doesn't follow Aiden's storyline, etc.
Oh, I think we have to distinguish between two different complications here. One is aimed at the player. He has to collect a certain number of points, choose between different paths, some of which make entire events impossible, etc. That's not what I mean, and to be honest I hate it when Renpy games go overboard on this point, because I want to play through a game and see as much content as possible. In my opinion, the best RenPy games are those that give the illusion of player choice, but ultimately follow a predetermined story.

What I'm talking about are compications in the story. These can have both a delaying and an accelerating effect on the course of the game, but can work completely without player decisions. One possibility was, as I indicated, for example at the Sam event with Sophia where attention was drawn to the window. The window made it possible for someone else to watch the two of them, which could then have been used by that character to make progress themselves. Here there are no decisions to be made by the player and therefore no branching, and yet it makes the game more interesting because the development accelerates and there are conflicts to solve.
 
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ffive

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Jun 19, 2022
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Oh, I think we have to distinguish between two different complications here. One is aimed at the player. He has to collect a certain number of points, choose between different paths, some of which make entire events impossible, etc. That's not what I mean, and to be honest I hate it when Renpy games go overboard on this point, because I want to play through a game and see as much content as possible. In my opinion, the best RenPy games are those that give the illusion of player choice, but ultimately follow a predetermined story.

What I'm talking about are compications in the story. These can have both a delaying and an accelerating effect on the course of the game, but can work completely without player decisions. One possibility was, as I indicated, for example at the Sam event with Sophia where attention was drawn to the window. The window made it possible for someone else to watch the two of them, which could then have been used by that character to make progress themselves. Here there are no decisions to be made by the player and therefore no branching, and yet it makes the game more interesting because the development accelerates and there are conflicts to solve.
Hmm to be honest, i don't really see the difference between the current interdependencies, and your example? In this scenario, if another character makes progress by witnessing Sophia and Sam through the window then it is very much still dependent on player's choice(s), because Sophia being on Sam's route (and therefore interacting with him for someone else to see that) is entirely optional. So that would effectively block the progress of another character's route if Sophia doesn't get involved with Sam. Which is exactly how the game works now, for better or (mostly) worse.
 

XaGnard

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Hmm to be honest, i don't really see the difference between the current interdependencies, and your example? In this scenario, if another character makes progress by witnessing Sophia and Sam through the window then it is very much still dependent on player's choice(s), because Sophia being on Sam's route (and therefore interacting with him for someone else to see that) is entirely optional. So that would effectively block the progress of another character's route if Sophia doesn't get involved with Sam. Which is exactly how the game works now, for better or (mostly) worse.
As I said, I hate it when player choice is overdone, and I see no point in giving the player the option of skipping essential content. This is a complication that adds little and ultimately only makes the game more boring. In my opinion, L&P go too far with player choice here.

Anyway, the chance with the window is gone anyway, and now it might help to think of an example for the current event. One possibility would be that Ellie accidentally sees how open Sophia is with Dylan in this event, and this could have a similar effect to her watching Dylan at the party. This could speed up the relationship between her and Dylan and even open up a better path to a threesome one day, even resolving a path of separation created in the past. It would be exactly what I said, the player gets the illusion of a choice, but the game ends up with almost the same result.
 
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ffive

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Jun 19, 2022
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As I said, I hate it when player choice is overdone, and I see no point in giving the player the option of skipping essential content. This is a complication that adds little and ultimately only makes the game more boring. In my opinion, L&P go too far with player choice here.
Well, the thing is that fucking any of the characters isn't at all essential, so i think that not forcing on the player sexual content with character that can be a complete turn off for them is one thing the game does right. It's also basically the only kind of choice this game offers (since all your "choices" basically boil down to "continue with this route or shut it permanently down") so if you do away with these, what you get on your hands is just a kinetic novel.

Anyway, the chance with the window is gone anyway, and now it might help to think of an example for the current event. One possibility would be that Ellie accidentally sees how open Sophia is with Dylan in this event, and this could have a similar effect to her watching Dylan at the party. This could speed up the relationship between her and Dylan and even open up a better path to a threesome one day, even resolving a path of separation created in the past. It would be exactly what I said, the player gets the illusion of a choice, but the game ends up with almost the same result.
If i get it right, what you're advocating is effectively to force content on the player regardless of their actual choices and preferences (including choices which would try to prevent it) because you think this is "essential content". If this is the case, then i couldn't possibly disagree more with this notion. I don't want illusion of choice from the game. Either have actual choices that make difference or don't bullshit me with a pretense that there was one in the first place.
 

sslovoe

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bandicam 2025-04-24 22-40-52-998.jpg
the reason waiting next update that i was think there be watching game with husband friend
this will be wild idea
but look like he add action stopper with all family reunion
now there nothing to add teas for men when add her daughter in this update
all part this girl in boring someone kill her end her role
 

Buzoo

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Oct 14, 2023
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View attachment 4775924
the reason waiting next update that i was think there be watching game with husband friend
this will be wild idea
but look like he add action stopper with all family reunion
now there nothing to add teas for men when add her daughter in this update
all part this girl in boring someone kill her end her role
i think lp is just trying to create hype so that ellie fans take subscription
 
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