When I said, "
Your explanations are certainly better than mine" when I write this, it is to tell
xxxorro , that he is better when he explains something, and to show that it is finally easy to add little things here and there, contrary to what you imply, nothing else.
"However this is not the same thing as was being discussed right at the beginning of the conversation all together." yes you're right, I agreed with 80% of what you said on that, however I'm talking about a general aspect of the game, not a scene in particular :
"
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.
This would be more realistic without costing too much in terms of development."
We don't understand each other because we don't talk about the same thing... so I'm going to stay on what I only wrote, and not answer what I never proposed.
I just want to avoid in this game, the goldfish effect / binary behavior of Sophia.
"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."
I'm not saying that L&P does not take into account certain previous events ; of course there are consequences of some previous scenes on the following. Here Sophia goes to Sam's to discuss with him what happened yesterday.
That's not my point, I'm just saying that Sophia in general can't go from one super hot event to another where she's super cold without a very small explanatory element.
I wrote it at least four times : In no case, it's a question of modifying the scenes by creating alternate scenes, of amplifying or diminishing the intensity of what is going to happen.
As there are many people who talk about the realistic aspect of this game, and as I wrote to you, if you are able to have a torrible moment with someone and a few minutes later, you are again in a neutral state of mind, even resistant/afraid/reluctant to seduction/teasing, that's not realistic it's theatre (even in the theatre when a character changes his attitude when he returns to the stage, there is often an explanatory element).
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But it can be the same in a movie, a novel, ... a person gets assaulted in the street, this person won't be in a good mood the rest of the day minimum. But you can say in one sentence: "It could have been worse, I have to be positive!" and then you go back to a postive state of mind if that is necessary.
To sum up, my point is just that and I'm not talking about anything else (no more branch, no alternative scene, no variation in intensity (6 times now)) : It's an immersion problem for me* and it would not cost much (ie a variable) to implement a general mood of the day taken in count in certain intense scenes by adding one or two short sentences to explain the mood's changement.
* Then you (and maybe others) can obviously disagree with me and find that the character of Sophia can pass from hot or cold or vice versa without any explanation. I'm perfectly fine with that.