oktabitt

Member
Dec 29, 2021
288
173
Hi, I recently start this game but why in all scenes don't go anymore further... like with the workers on the kitchen she didn't anything at all or with the black man in the shower she didn't take off the panties or give him a BJ... does anyone knows if the creator deliberately goes slow slow and in future updates will reviale the real WOMAN?

P.S. Maybe I compare the softness of the game subconsciously with the game "Family Friends And Strangers".

As I saw there some scenes "Hot Evening" and "Assault in Subway" from the Gallery that even didn't showed at all as I played (were skipped for some reason). Maybe for that I founded quite soft! Does anybody knows why I missed that scenes?
 

Old Dog

Message Maven
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Jul 20, 2017
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As I saw there some scenes "Hot Evening" and "Assault in Subway" from the Gallery that even didn't showed at all as I played (were skipped for some reason). Maybe for that I founded quite soft! Does anybody knows why I missed that scenes?
"Subway thugs" take the subway(not the car) to get to the salon.
"Hot evening"Call Liam at work about the opera
 

pileface123

Newbie
Jan 3, 2019
41
104
After the scene with Bennett in the restaurant, I think if Sophia had to take her panties off, she used the same "technique". She'd sit on the chair behind the desk and take off her panties. EoS. After that, she'd have Aiden lick them, eat them, .... whatever.

"Accident" is the key word and hence Sophia's position. What is "accident"? A wide movement and the skirt rises.
View attachment 1574192
Skirt over butt, and in Sophie's position, a tight skirt, once past the 90º angle, you don't know where it stops.

And we got this
View attachment 1574195
that's a photoshop. here the real one.

10259085nzp.jpg
 

ancienregimele

Well-Known Member
Sep 27, 2017
1,925
6,320
He started to add more and more story based contend in the game, than after few months the game already started to look like never ending story.
Adding more characters & side jobs was probably easier than sticking with a limited number of regular linear plots & taking them forward. It's a known cure for writer's block but it can get out of hand. I play a couple of other games, one of which has 8 characters. Updates for this have virtually stopped & fans are saying this might be because of too many characters!?! I forget the exact number but AWAM has over 70.
 

ancienregimele

Well-Known Member
Sep 27, 2017
1,925
6,320
I recently started this game after hearing a lot. I loved it in the beginning. Really, I couldn't stop devouring the story, I like the slowburn and the renders are really good. Then everything railed off with Aiden's tasks. I can't imagine the fmc feeling some lust while being blackmailed by threatening of violence toward her family or find it sexy... And you can't say no without closing the door to Dylan's scenes.
And by the top of it, add the casino debt and mafia popping out of nowhere.
Why does the story had to turn dark suddenly? A normal housewife going down, little by little (the "slowburn") and then bam, very bad things happen and you don't have control anymore (even you as the player). It feel like a real weak plot as excuse to show "more" skin than before.
I understand your POV, though I have a different issue with AWAM, in the sense that I feel the same but about the incest, which so far has 3 or 4 branches. I've been able to avoid it at times & actively seek ways around it. I've also taken the option to hook Dylan up with a girlfriend, so that he's now more like a normal teenager. As has been said there'll soon be the option to end the tasks & dispense with Aiden, perhaps literally (but probably nothing so drastic).

Whenever I can't avoid incest I just ignore it & play on, as, after all, these are only pixel people. That being said, blackmail is a standard feature of corruption games & what has happened in AWAM thus far has been the mildest, most vanilla variety, I've ever encountered in a VN/game of this genre. It's not so much dark but more like '5 shades of grey'.
 

ancienregimele

Well-Known Member
Sep 27, 2017
1,925
6,320
Maybe I compare the softness of the game subconsciously with the game "Family Friends And Strangers".
I also play FF&S, although I havn't played the latest update yet. Both games are slow burns but in very different ways. AWAM is more about erotic situations than it is about sex. It's genuine erotica in modern suburbia & none the worse for that. What got me into playing it was the possibility that, at last, (after the best part of 20 years of amazing developments), we were going to see an adult erotic story, written by a grown-up, realised through the medium of 3D renders. During the last 4 years, I have, by turns, been both pleasantly surprised & extremely disappointed, on those scores.

What seems to be an inescapable fact, however, is that there will be no actual sexual intercourse for a very long time.
 

GingerSweetGirl

Engaged Member
Aug 23, 2020
2,505
11,976
Adding more characters & side jobs was probably easier than sticking with a limited number of regular linear plots & taking them forward. It's a known cure for writer's block but it can get out of hand. I play a couple of other games, one of which has 8 characters. Updates for this have virtually stopped & fans are saying this might be because of too many characters!?! I forget the exact number but AWAM has over 70.
Whether it's 70 characters or 8, I think it's really important for writers to write something fun. I look at some of the games that are story-first and struggle with development cycles, and I think a large reason for their struggles are the plodding nature of the story. I think there's a slavish devotion to a strictly linear structure, event 1- event 2- event 3, so on. I imagine the thinking is something like:

"Before I show this really fun scene, I need to have a couple scenes of buildup, and they need to be spread out. So I won't get to the fun scene for three more updates."

And I get it, you don't want to rush anything. But I think there's an underappreciated problem with this approach: it can get boring. At some point "slow and deliberate" becomes "plodding". I'm all for believable stories, I've spent too much time in this thread discussing story structure to throw all of that away, but stories also need to be entertaining. If a writer is struggling with writers block, and can't make the story progress, it could be (in part) because they're bored. But they're so committed to the plodding nature of the story that they can't see the problem.

"Ok, so the LI needs three scenes with the MC before they can make out. And then another two scenes before they can see a boob. Then that will be some conflict, and until that's settled there won't be any more sexual situations. That should probably take four scenes. Then we get a release when they finally have oral sex but get interrupted before they finish."

I'm just making that scenario up, but it seems very plausible to me. On paper such a structure may make sense. It's slow, shows progression and escalation, and keeps the audience on the edge of their seat. But, in reality, it means there are nine scenes of buildup and only three minor with payoff, all of which takes years to develop. Not only does this get frustrating for the audience, but I'm sure it gets tiresome for the writer.

"Brevity is the soul of wit" isn't always true, but it wouldn't hurt for more writers to keep it in mind. Sometimes it's good to prioritize fun and entertainment over slavish devotion to linear story progression. None of us here want every scene to be filled with sex, that would ruin the game. But scenes need to be fun and punchy, we don't need filler just because it helps set up a scene down the road in two years. We need stories that build momentum and effectively ride that momentum. We need more good stories that aren't afraid to be punchy and pull the trigger on great content. Too many good devs are struggling to complete their games and I think that's because they have voted themselves with their own storytelling.
 

hzjujk

Well-Known Member
Sep 19, 2020
1,673
6,785
Whether it's 70 characters or 8, I think it's really important for writers to write something fun. I look at some of the games that are story-first and struggle with development cycles, and I think a large reason for their struggles are the plodding nature of the story. I think there's a slavish devotion to a strictly linear structure, event 1- event 2- event 3, so on. I imagine the thinking is something like:

"Before I show this really fun scene, I need to have a couple scenes of buildup, and they need to be spread out. So I won't get to the fun scene for three more updates."

And I get it, you don't want to rush anything. But I think there's an underappreciated problem with this approach: it can get boring. At some point "slow and deliberate" becomes "plodding". I'm all for believable stories, I've spent too much time in this thread discussing story structure to throw all of that away, but stories also need to be entertaining. If a writer is struggling with writers block, and can't make the story progress, it could be (in part) because they're bored. But they're so committed to the plodding nature of the story that they can't see the problem.

"Ok, so the LI needs three scenes with the MC before they can make out. And then another two scenes before they can see a boob. Then that will be some conflict, and until that's settled there won't be any more sexual situations. That should probably take four scenes. Then we get a release when they finally have oral sex but get interrupted before they finish."

I'm just making that scenario up, but it seems very plausible to me. On paper such a structure may make sense. It's slow, shows progression and escalation, and keeps the audience on the edge of their seat. But, in reality, it means there are nine scenes of buildup and only three minor with payoff, all of which takes years to develop. Not only does this get frustrating for the audience, but I'm sure it gets tiresome for the writer.

"Brevity is the soul of wit" isn't always true, but it wouldn't hurt for more writers to keep it in mind. Sometimes it's good to prioritize fun and entertainment over slavish devotion to linear story progression. None of us here want every scene to be filled with sex, that would ruin the game. But scenes need to be fun and punchy, we don't need filler just because it helps set up a scene down the road in two years. We need stories that build momentum and effectively ride that momentum. We need more good stories that aren't afraid to be punchy and pull the trigger on great content. Too many good devs are struggling to complete their games and I think that's because they have voted themselves with their own storytelling.
I think many "good" authors/developers fail not because they are ambitious when they start telling their story, but because they don't have a clear goal where the story is going and what path the story should take. They only have a few scenes in mind: A fucks B, A fucks B and C, B fucks D and fuck D and B fucks A. It starts quickly, there are a few hot scenes, everyone is excited, the author experiences the flow of money and then suddenly he realizes he has realized his few ideas of scenes and has no new ideas. And the game dies. It doesn't matter if there are 8 or 40 characters in his game. L&P has set himself a mammoth task and he needs help if he doesn't want to burn out. But if he gives up, it's because he can't keep up the marathon, not because his story bores us or him.
And I want to emphasize that in any case: No matter what some members complain about, the lack of sex, I have never been bored by a single scene in this game. What is offered here so far in eroticism, without a single fuck, you look in vain in most other games. Since you are a woman, I don't have the slightest idea what attracts you to this game (it would be interesting for me to talk to you about it over a beer - hypothetically speaking) but I don't think L&P would do themselves any favors by tightening up the story.
 

oktabitt

Member
Dec 29, 2021
288
173
"Subway thugs" take the subway(not the car) to get to the salon.
"Hot evening"Call Liam at work about the opera
After I read the Walkthrough pdf I find out that the problem was on the Good Wife points and at the reaction with the two guys on her way to the Mexican diner.

Walkthrough:
"Subway thugs"

3) On her way to the Mexican diner, Sophia passes two shady-looking characters who yell some pickup
lines at her.
If Sophia has more Filthy than Good Wife points, she has the option to react relaxed or annoyed.
Otherwise she’ll automatically react annoyed. This decision will have an impact on the further course of
the story!!!

(Afternoon/Evening)
Driving to Claire’s for a new haircut
Sophia can decide to take her car or the subway.
If she takes her car, she’ll just drive to Claire’s, get a new haircut and nails, and drive back home again.
If she takes the subway, she’ll enter a totally empty subway station after her visit with Claire.
A) If Sophia reacted relaxed to the calls of the shady-looking characters near the diner on day 4,
she’ll wait a little bit and decides to take the bus.
B) If Sophia reacted annoyed by the shady-looking characters on day 4, they will appear all of a
sudden and try to rape her.
Sophia remembers about the pepper spray her sister gave to her, and she can decide when is
the right moment to use it. She can play along (or not), but when the thug eventually touches
her breast, she’ll use the spray and escape.

"Hot evening"
(Afternoon)
On the way to the gym (Vicky) or to the mall
If Sophia has at least as many Good Wife as Filthy points, she has the option to call her husband and
tell him about the opera tickets for the evening.
She could try to persuade him to come home earlier from work and go to the opera with her.
She’ll get Good Wife +4 for that.
 

GingerSweetGirl

Engaged Member
Aug 23, 2020
2,505
11,976
I think many "good" authors/developers fail not because they are ambitious when they start telling their story, but because they don't have a clear goal where the story is going and what path the story should take. They only have a few scenes in mind: A fucks B, A fucks B and C, B fucks D and fuck D and B fucks A. It starts quickly, there are a few hot scenes, everyone is excited, the author experiences the flow of money and then suddenly he realizes he has realized his few ideas of scenes and has no new ideas. And the game dies. It doesn't matter if there are 8 or 40 characters in his game. L&P has set himself a mammoth task and he needs help if he doesn't want to burn out. But if he gives up, it's because he can't keep up the marathon, not because his story bores us or him.
And I want to emphasize that in any case: No matter what some members complain about, the lack of sex, I have never been bored by a single scene in this game. What is offered here so far in eroticism, without a single fuck, you look in vain in most other games. Since you are a woman, I don't have the slightest idea what attracts you to this game (it would be interesting for me to talk to you about it over a beer - hypothetically speaking) but I don't think L&P would do themselves any favors by tightening up the story.
Ok so I've written a response like three times and every time it's long winded and dense. I'm just going to shoot you a PM because I think that'll be alot easier and not clutter the thread.

That said, to contribute to this thread's discussion, I absolutely don't agree that tightening the game up would hurt AWAM. Since when is a tighter story worse than a meandering story? No one is suggesting that this game should just be Sophia and Dylan. But as has been discussed a billion times, we're drowning in side characters and branching storylines. Case in point, do we really need those two college kids and their tour of the museum? Do those two kids provide some sort of advancement of Sophia's corruption that couldn't be done by other, more established, characters?
 

Poser_Voyeur

Well-Known Member
Nov 14, 2020
1,223
3,584
Ok so I've written a response like three times and every time it's long winded and dense. I'm just going to shoot you a PM because I think that'll be alot easier and not clutter the thread.

That said, to contribute to this thread's discussion, I absolutely don't agree that tightening the game up would hurt AWAM. Since when is a tighter story worse than a meandering story? No one is suggesting that this game should just be Sophia and Dylan. But as has been discussed a billion times, we're drowning in side characters and branching storylines. Case in point, do we really need those two college kids and their tour of the museum? Do those two kids provide some sort of advancement of Sophia's corruption that couldn't be done by other, more established, characters?
Those two college kids at museum should have featured early on, in the first couple of weeks of the story and then faded away. Unless they featured anywhere else in the story (which I gather they won't appear again after their own planned event), they were a pointless addition to the supporting cast of characters.
 

Old Dog

Message Maven
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Jul 20, 2017
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Those two college kids at museum should have featured early on, in the first couple of weeks of the story and then faded away. Unless they featured anywhere else in the story (which I gather they won't appear again after their own planned event), they were a pointless addition to the supporting cast of characters.
Once they have there event that will be it for them.
2 down 856 characters to go :ROFLMAO:
 

BOOM BOOM BOOM BOOM

Well-Known Member
Jun 25, 2017
1,361
6,171
Those two college kids at museum should have featured early on, in the first couple of weeks of the story and then faded away. Unless they featured anywhere else in the story (which I gather they won't appear again after their own planned event), they were a pointless addition to the supporting cast of characters.
the explanation is simple.
The game had one pace back then. Then L&P thought "wait a second I can stretch this forever" and the rest is (literally) history. Clearly a different pace in the very first part of the story..
 

Old Dog

Message Maven
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Jul 20, 2017
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yes - but my point was that museum trip should have ben far earlier in storyline, a one and done, and thus already in past tense.
You could say the same about Bennett as well since his story was cut short and Neil is on his forever vacation
 
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