- Dec 11, 2019
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stop making work for me. you are breaking meShe's going to get her Intro update this month! View attachment 2862274
stop making work for me. you are breaking meShe's going to get her Intro update this month! View attachment 2862274
rly so after all this years still nothing with her?She's going to get her Intro update this month! View attachment 2862274
Demand for her was far lower than for other characters we added, even lower than for some of our original ones, like Andre. That's why we didn't prioritize adding content that would include her. Also, taking into account the sizes of the routes we make, it's not as easy to just cough out new routes one after another. We could always just cut them in half, but I doubt that our community would like it, considering the surprising amount of people who's playing for the story.rly so after all this years still nothing with her?
All of them, but we are going to add an option in game, that will allow you to change the name of any character to whatever you like.Are you guys gonna change all the OW character's names or are you just changing the new ones that get added?
please leave McCree like he is. hearing him go crazy about being called Jesse is funny and 1 of my favorite thingsAll of them, but we are going to add an option in game, that will allow you to change the name of any character to whatever you like.
I imagine the name might change, as Cassidy, as he was renamed, was originally named for a Blizzard employee...who was later revealed to be part of the rampant sexual harassment at Blizzard.please leave McCree like he is. hearing him go crazy about being called Jesse is funny and 1 of my favorite things
Ah kinda like why Once a Porn a Time had to change the art/names for the Steam release of the gameAll of them, but we are going to add an option in game, that will allow you to change the name of any character to whatever you like.
When you start a game just select the option to skip to new content and finish it ... doesn't take much time at all.full save, anyone?
Can you give an example of the problematic parts? And in which stories did you notice it the most?The writing has a lot of problems and seems to be actively getting worse as the game progresses, but I think the fastest and easiest change to make would be to just... cut at least 30% out. Every piece of information is given three to five times over, it feels like being spoonfed and then being hit over the head with the spoon.
I'd honestly pick an example chapter for yourself, I'd suggest one of the most recent Mei or Hana chapters, and mark its current wordcount. Make it a challenge to cut 20% of that wordcount. You're going to see for yourself far better than I could point out to you what needs to be cut. You are going to see what I mean and you are going to see how much better it reads if you try it. It's a good exercise because you have to stop asking if any individual line is good enough, and ask if those lines are better than anything else that would have to be cut instead, and I think that change in perspective would really help a lot.Can you give an example of the problematic parts? And in which stories did you notice it the most?
This is the curse of our "episodic" approach towards releasing the story. The majority of our players wouldn't want to replay the entirety of the route whenever we drop the next update for any particular character, so instead we have to put small reminders of events that already transpired every now and then. While it might not be the ideal solution, and in rare cases it might look as if we do not trust the players in remembering something that seemingly happened not that long ago, it's one of the better ways of keeping player's memory fresh, especially considering that not everyone blazes through the game in one go. While I don't think this particular moment would be addressed, because it's not so much a problem, than just a side-effect of the episodic releases, in the future projects we would probably refrain from using the same method.1: Needlessly breaking events into multiple days or conversations is another consistent part of the story that absolutely kills pacing. Bridgette's storyline was the worst offender of this, Mei's had issues as well.
Our MC is purposely written as a "reactive" character, rather than "proactive". He doesn't slam his way into the lives of others, and more often just wants to meet new people, expand his circle of friends, or just is too curious for his own good, but still respects the boundaries of others. While writing a reactive Main Character is commonly accepted as a flaw in any form of media, our game is heavily focused on the sexual relationships between people, so a proactive character would have a much higher chance to appear as an asshole, who puts his needs above else and actively looking for someone new to get into the bed together. Writing our MC in exactly this way was a purposeful decision to support the heavy emphasis we put on consent. While he is passive to certain extent, saying that his charm is simply stated to exist, and now shown is not exactly true, considering the amount of times he's gone out of his way to help people around him guided by his somewhat foolish idealism. He always comforts people, listens to them when they need a shoulder to cry or scream in, does his best in giving advices, or, when it's not necessary, just supporting them to the best of his ability. It's true that he doesn't have some cool openers to start chats with people he doesn't know, or he might not be the master of witty conversations, he is that comfort person people often look to have in their lives. He is confident enough to approach someone, but not overly confident for his own good. The way we wrote him - is to be a teddy bear of a character, and sure, it has it's problems, but in my opinion it does exactly what we wanted to achieve mood-wise.2: The protagonist is too passive. This isn't the same as being submissive, the rope scenes were especially cute, but the protagonist doesn't seem to take initiative or act with agency. Most of his personality and charm is simply stated to exist by other characters without his actions really justifying it. This is super weak writing practice, the protagonist needs to actually do things that justifies the attraction beyond showing up. This is probably one of the reasons why Sombra's storyline feels better, because she's the only character the MC has taken an active engagement with. The worst offender is, sorry to say, your OC anxiety girl storyline - she just seduces herself at you. It also shows with the main character just denying the supernatural despite the audience having overwhelming evidence he shouldn't, and watching Mothra have to drag him through that story. Why would an audience want to identify with that? It's distancing.
While I completely agree with every point here, I really don't think that our game lacks in "cooldown" between every big h-scene, and usually enough things happen between characters jumping on each other for it not to feel rushed in any way. That being said, we are still planning on adding more story-only content, which will focus on getting to know characters better outside of their storyline, like going on a dates, hanging out, doing club activities together and so on. When it comes to the main storyline, we have to keep it relatively to-the-point, while also allowing enough time to make people care for the characters, because not everyone plays it for the plot. It is in many regards a balancing act between pleasing our readers, and the part of our player base that just wants to see hot steamy sex. For the first group, we will add the aforementioned side-stories, and the second group will still get to enjoy basically everything else.3: The characters don't need to be realistic, but they lack something real in them. It's not wrong to write wish fulfilment archetypes, but when it feels like the characters begin and end entirely at those archetypes. It's the difference between eating cake and just eating sugar straight from the jar. I think this story would benefit a lot from its teasing and buildup scenes being a lot more about actively giving the characters something to do that isn't each other, and the erotic scene payoffs being natural outcomes from that. Just erotic scenes into erotic scenes is playing a song without chord changes - it gives that spoonfuls of sugar feeling.
This is basically what I'm talking about: We have to keep the story to-the-point, mostly focusing on the actual reason everything happens, than allowing more ways to hangout, because that would bring more complains from those, who doesn't want to read. We will address it to the best of our ability by adding side-content.Right now the current buffer events between those payoffs aren't used to establish character effectively, they're prioritizing establishing obstacles.
Appreciate the really in depth response too, especially since I was being so critical. Appreciate what it means about how hard you're thinking about this content as well. I actually want to reply here just because it gives me an opportunity to say what I agree with here and what I think's positive, since that was a lot harder when I was just being about the problems I saw.Snip
That's a good way around it, and we already are implementing a similar approach to Widowmaker's story, where MC is motivated to do the right thing, as he usually is, thus actively pursuing what is a morally correct thing to do in his own eyes, by expositing Christian, the current Widow's boyfriend, as an asshole. Looking back at certain stories, I can see his "passive" behavior would seem more of a weakness in the overall writing, than a genuinely good narrative choice, even if we are trying to highlight the mutual consent in the relationship between him and whomever is around. We probably won't be fixing all of those issues, only the worst offenders, but in the future I'll make sure to push MC towards taking the initiative where it's fitting.If that's what you're thinking, I'd personally suggest having the MC just want things for his own reasons that aren't the character he's pursuing, and in actively pursuing that unrelated thing he ends up attracting someone. It lets the character feel more active and have things to do without falling into the risks you're pointing to. It'd be the difference between the MC earnestly trying to learn about magic and the book he's gotten and Mothra giving the sex dreams when she teaches him, and Mothra offering sex to get the MC interested in magic in the first place, right? It keeps the tone you want but just gives agency and initiative.[1]
This is a very good example and I will definitely take an another look at her story to maybe expand interactions where possible and cut some unnecessary parts that work against the story. While her story arc in a vacuum might be interesting, there is definitely not enough chemistry going between characters to justify how close they actually became, apart from their mutual thirst of course. Once we finally get to updating the location and classes, I might rewrite the first quarter of her route just to add some moments, where they put aside their student-teacher relationship and start getting closer together as friends, and later sexual partners.I'll use Mei's arc as an example here. Most of her obstacle-focused arc was about the cataclysm and being a teacher, and the character arc was about the MC struggling to be a good student against how much he wanted her. They don't neatly tie together, so the cataclysm story doesn't really tie into the relationship, to the point when they do have sex Mei wonders why he's still thinking about the camera work.