- Sep 27, 2019
- 1,600
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ca . 17 januar y 2 times 100 percent
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.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.
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."Subway thugs" take the subway(not the car) to get to the salon.
"Hot evening"Call Liam at work about the opera
is moving!!! working on the first of january!!!
Yes it is a New Year and we can dream.So any news on L&P finally getting help on the 3D stuff? Now that Mr Jet should be finishing BARS, it would be a great opportunity to join efforts.
Combined with outsourcing the translation part, the development speed could be twice faster to say the least.
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.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.
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.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?
Once they have there event that will be it for them.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.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.
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.Once they have there event that will be it for them.
2 down 856 characters to go
You could say the same about Bennett as well since his story was cut short and Neil is on his forever vacationyes - but my point was that museum trip should have ben far earlier in storyline, a one and done, and thus already in past tense.
But that would of fucked up his carefully laid out storyyes - but my point was that museum trip should have ben far earlier in storyline, a one and done, and thus already in past tense.
Not that I'm complaining, but Neil and Amber would have made a lot of sense to keep in the story. They're neighbors, and the tension (especially with Neil) could have made for some easy conflict to drive the story. I would have traded the two of them for the first side job easily. I also would have traded them for the hairdresser and her daughter.You could say the same about Bennett as well since his story was cut short and Neil is on his forever vacation
L&P is working on "The greatest story ever told"Not that I'm complaining, but Neil and Amber would have made a lot of sense to keep in the story. They're neighbors, and the tension (especially with Neil) could have made for some easy conflict to drive the story. I would have traded the two of them for the first side job easily. I also would have traded them for the hairdresser and her daughter.
Including the one where he renders a 3D VN?L&P is working on "The greatest story ever told"
We all know how passionate he is about the side jobs so it would take a major event to happen for him to drop either of them
Your opinion is what makes this game just like any other dumb porn game with no personality.A simpler story is always easier than a more complex one. This game, and others, have a lot of overlap in routes and characters. You don't need multiple routes or characters that do the same thing or serve the same purpose. Instead, you can have roughly the same amount of content, just add the excess Characters/routes to more solidified and purposeful ones. Characters should have depth and having depth means they can serve multiple different roles, if needed.
Do we really need 2 side-jobs? No. Instead of having 2 different routes, just do one side-job and double it's content. The side-jobs are especially wasteful as it's obvious L&P made them to cover the young/old fetishes. Idea: Sophia's own father needs help, maybe she takes Dylan or Ellie to help her care for him. That alone would serve practically the same purpose as the old man side job. She can teach her own kids sex ed. She doesn't need to be manipulated by a few horny 12yr old's. Adding 1 character and eliminating 5. Yet maintaining roughly the same content.
Do we really need multiple blackmail routes? No. Condense them into one or two routes and make them more distinct. Dylan doesn't need to go to boarding school. Not only is it not needed, it stalls Dylan's route. Pick 1 school blackmailer, give them different blackmail material, and pick one out of school blackmailer.
Do we really need all the sets of friends? No. As before, combine the roles into a couple sets of friends instead of half a dozen. Sofia/Ellie and Dylan all have multiple friends.
Do we really need the random side-characters like the college kids or whoever else? No. Same as above, pick the best ones or even better give their content to the mains. I'd much rather have a Dylan/Sam/Sofia/Patricia museum tour than the college kids stuff.
My magic wand character eliminator: (going off the character sheet in the OP)
Carl - His role goes to nobody as he is irrelevant.
Nat - Yes, I did it. Replace her role with Julia.
Janitor dude - His shower goes to Mr. Bennett, who is still a blackmailer.
Aiden + his friends - Their role is taken by Bennett.
Ellie's friends besides Christine - Their roles are taken by Julia.
College guys - Their roles go to Dylan and Sam.
The Fitness instructors + fitness guys - Their roles are filled by Ellie + Patricia Dylan and
Logan - Ellie doesn't need a BF, she's got her momma. If she has to, Sam can fill this role.
Side job # 1 - See above
Side job #2 - See above
Park hobo's and thugs - All gone, by. Replace their screen time with a new event for a main character.
And that's not even half of them, the list is out of date.
Yes, you got to turn down the first side job and take the second one.anyone know where i can findYou must be registered to see the links?