- Sep 23, 2020
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Okay, let's discuss your idea. Sophia is excited because of an event, variable turned to positive and it stays positive for the rest of the events in the day, now what happens is in next scene he will have to create extra renders with something more exciting happening for all successive scenes in the day. Extra work for all scenes since the very first event of the day will turn her on, it has for the past few days. We completed the day with these extras, now comes the real problem. The next day the same storylines will be having two possibilities for the next event, one where the variable was true and she was excited and one where she is not. And as per You said, Something really exciting happens if Sophia is excited in the scene. Maybe a character grabs her boobs in the extra part of the scene but nothing like that happens in the non extra version. So now L&P has to write two variants of the scene. One where the character already groped her boobs and one where he has not. In this game such a difference means a lot. Now he essentially has to show the progression for the breast grabbing and at the same time if the variable on the non extra version and check if the variable is currently at true. The routes now are consecutive two "false", one time "false" one "true" and two "true. The level of progression and what happens in the scene should vary according to this. So already we have 3 different variants in two 2 scenes for 1 storyline itself, this is not even considering how far Sophia went in the event. Did she stop just one more choice more the end of the scene or mid way. Should be logical for the route to continue. How will this variable affect the other routes. It will be huge mess to manage with different scenesAgree (80% )
As I said (here), Sophia's state of excitement is totally independent for each character and each scene.
However, it's possible to take this state into account, by creating a variable >>> 'excited' true of false.
If Sophia made an exciting scene then excited = true until the end of the day. And that will give you a few extra elements (few additionnal dialogues, renderings) for each scene, where something really exciting happens.
When she goes to sleep, the variable is set to false.
View attachment 2048249 I turn off the light and tomorrow morning I'll be at 'false'
This would be more realistic without costing too much in terms of development.
For me, these behavioral inconsistencies get me out of the game.
Sophia can masturbe the Myers, but a little kiss afterwards by someone else offends her.
She can reject Sam, but a french kiss with Ellie, no problem.
View attachment 2048253
It's therefore irrelevant to perform precise sequences on details. If Ellie doesn't see Sophia watching porn, she can still imagine it, I don't think she considers her mother a saint.
When you fall, all aspects of your life enter a vicious circle. A strategy would have been a global progression of Sophia towards corruption.
That's not what the strategy of L&P like you said.
His story and his way of telling then I shut up.
So anyway not being able to attain the objective of realism but falling prey to the inherent limitation just by adding more complexities to it anyway. To put quantitatively It is as simple as invest 3 hrs and get a 50% realism or put in 5 hrs and get 60% realism. Neither is the achieving the main goal, just that one is complicating your narrative after every single scene greatly while the other is just change the complexity slightly.
You haven't stated examples of the extra renders, what will they show, you know well that something as small as showing her breasts or letting someone touch them is a big thing, someone playing caressing her near her vagina from the main cast will be a an event in itself, her revealing her vagina will be it's own event on all routes so what is this extra. If the extra is insignificant then and then create a difference then there is no point to it. If it adds something worth while then it creates the rift of two different variants and as stated earlier if twice in the same a player lands with the non extra version, he will be definitely be behind someone who had true as the variable twice in a row, accomodate this even further. Now let's say the person kept getting false as the Variable 4 days a row, the fifth time he gets the extra as the Variable is set to true because of a previous event. There will be huge jump for such a person, leading to inconsistency.