XaGnard

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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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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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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
 
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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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XaGnard

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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.


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.
What I'm saying is that it's a stupid idea to include player decisions whose sole purpose is to deliberately omit content. Keep in mind, every path must be rendered. It's important that as much content as possible reaches the player and not the opposite. For this, it makes the most sense to give the player the illusion of a decision that ultimately does not change the main storyline. Or even better, present the player with challenges to retain the content. Simply allowing players to opt out of main story elements is a terrible sign for a story because a good game should be designed so that players want to see the content.

Anyway, If a character is not important for the story, e.g. because it is just an unnecessary side story, you can simply leave it out of the game in general. Here I have a long list of events that could be removed without changing the core of AWAM. What should absolutely not be omitted is everything related to Sophia in her role as "A Wife and Mother.". That is the main storyline. Whoever disagrees with this should simply look for another game. Keep in mind, It is the title of the game.
 

ffive

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What I'm saying is that it's a stupid idea to include player decisions whose sole purpose is to deliberately omit content. Keep in mind, every path must be rendered. It's important that as much content as possible reaches the player and not the opposite. For this, it makes the most sense to give the player the illusion of a decision that ultimately does not change the main storyline.
I understand, and i actually understand to some level the desire to be able to see as much content the game has to offer as possible. But only the content i am personally interested in. I don't want to be forced to view the content i find boring or worse, disgusting. Giving me choice in this matter, to deliberately omit content, is absolutely not something i'd consider stupid, and i'd sooner skip the game which tries to force on me something i don't want, than play it and put up with that shit.

It doesn't matter to me that it all had to be rendered. That's the author's effort, and if they spent their time to include it that's fine, but it doesn't oblige me to viewing it if that's not my thing.

Simply allowing players to opt out of main story elements is a terrible sign for a story because a good game should be designed so that players want to see the content.
No, it's not a sign of good or bad game in any way, because people have wildly different tastes and their preferences can be about wildly different things. The more of different content you put in your game, the bigger chance some of it won't be up the alley of some of your players, while some other parts of it will catch their attention.

Just consider how divided people are in this thread even about characters like Ellie. Now have fun trying to determine if she should be mandatory content or one that gets the axe. You'd piss off people with either of these options.

We'll simply have to agree to disagree here.
 
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jamdan

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I understand, and i actually understand to some level the desire to be able to see as much content the game has to offer as possible. But only the content i am personally interested in. I don't want to be forced to view the content i find boring or worse, disgusting. Giving me choice in this matter, to deliberately omit content, is absolutely not something i'd consider stupid, and i'd sooner skip the game which tries to force on me something i don't want, than play it and put up with that shit.

It doesn't matter to me that it all had to be rendered. That's the author's effort, and if they spent their time to include it that's fine, but it doesn't oblige me to viewing it if that's not my thing.


No, it's not a sign of good or bad game in any way, because people have wildly different tastes and their preferences can be about wildly different things. The more of different content you put in your game, the bigger chance some of it won't be up the alley of some of your players, while some other parts of it will catch their attention.

Just consider how divided people are in this thread even about characters like Ellie. Now have fun trying to determine if she should be mandatory content or one that gets the axe. You'd piss off people with either of these options.

We'll simply have to agree to disagree here.
You're both talking about different things, I think. You're talking about sexual content, XaGnard is talking about the overall story content.

I more align with the story content side of things. One of, if not the main reason, this game has gone off the rails is because LP has tried to make multiple story paths for just about everything, even involving seemingly unrelated choices in key checkpoints in the script. Which has actually soft-locked (or hard-locked) sexual content as well.

Just in this upcoming update you have the Sophia/Dylan path, but not if Dylan went to the slumber party with Ellie. But that party seemingly opened up a Dylan/Ellie path. And supposedly there's meant to, eventually, be a Sophia/Ellie/Dylan path which has to fit in somehow, despite the key choice (the party or no party) seemingly making this impossible.

People don't like Ellie for the same reason other people dislike Dylan. They both represent things their respective sides dislike. Ellie = Lesbian content. Dylan = "2nd MC". Both of which is yet another example of LP offering too many choices, and letting the story get out of hand.
 
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