As the forerunners of storytelling, Nottoravis and I get a lot of flak. Both from players but very much also from other devs (those are more secretly tho). All of that is understandable as we are the most obvious targets.
Your view is, however, a good example of how to criticize something without any malice but rather a genuine opinion so a big kudos from here.
With that said, I disagree. I don't believe the only reason we are doing okay is that people are like 'meh, this is the only thing that is half decent right now'.
Relatability
This is your main point that you are trying to sell to verify your views.
Relatability is of course not just great for writing but also important. However, the way you utilize it is very faulty.
1. I don't believe that forced relatability is obligatory for a good story. It is a good tool to use and have. But the idea that a story can't work without using that tool immediately at the beginning, is wrong.
How, many stories exist out there with aliens, supernatural stuff, or comedy stuff with over-the-top shenanigans. Not all of those start with establishing calm and human nature. They start off with an action scene to lure the players in. Human relatability, if any, usually happens later once the story takes a break from the 'attention-grabbing parts'.
The goal of the introductory stages of a story is the '
hook'.
More on that later.
2. You use lord of the rings as an example of how it is something that creates a human connection while The DeLuca fails to create one.
And this is a bit confusing to be honest. You basically say a fantasy story like LoTR starts off showing us half-sized humans and with a magic man (doing a few tricks) is relatable due to the emotions displayed (the relaxing home feeling).
Yet, DeLuca's start is not relatable because the start is not made in a relaxed fashion. The fact that we got a protagonist being forced into a situation and him lamenting over it is not relatable because the feelings perceived are not positive but rather of a negative state?
"just thrusts you into their respective stories without establishing why you should give a shit about any of their main characters other than because you'll be making decisions like them. There's nothing to link you, an average dude from average town"
This is
very wrong from a story writing standpoint and is almost a sin but also a very normal mistake for non-writers (or beginners). And as a beginner writer myself, I did the mistake at the start as I actually had another start. My story started with the mc waking up from the bed. Doing the average human stuff before the knock at the door telling him the 'bad' news.
Yet, it felt so boring and I start reading a bit about it.
What I learned is writing 101 and one of the core ones -
avoid mundane starts.
Watching everyday stuff is boring. It can be used to create relatable connections between the reader/viewer and the people in the scene. But should be used with care as the average viewer does not tune in to watch mundane stuff from their entertainment media. Our lives are already as mundane as it can become.
That brings us back to the '
hook' which is a way to grab the viewer's interest. As you correctly said, the first impression is important. You can have the best story in the middle and end but if the start does not grab them then it is useless. That is why your take on having a relatable start is simply not viable.
Lord of the rings worked with the mundane stuff at the start mainly due to the fantasy. It was the fantasy stuff that gave it some purpose to the mundane.
However, even with that LoTR actually had a start that was hard to keep the readers engaged at the start. Many people recommended sticking with it till the 'fun parts'. That is mainly due to the 'hook' is the ring but it takes a while before it really gets utilized and before we have that we just have mundane hobbits talking. The fantasy is what keeps it together.
(LoTR is one of my top favorite of all time btw)
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So, I changed away from the mundane and followed the more acknowledge storytelling techniques which are starting from a more interesting point. We start with an unusual situation where the goal is to make the reader question and interested in what is going on. Why is the guy forced to work for this unknown entirety that is known to be 'bad' and dangerous? Who is he? What will happen
next? The goal is never to try to make the reader relate to his situation. Only to his emotion of confusion.
Now, I do believe that the hook failed to grab you. As an author that, of course, sucks but as an author I also know that it is impossible to grab everyone as people are simply too different. What I do not understand is how you base that on the feeling everyone else has. (To be fair you did say it was your own opinion)
"if you don't already like the mafia genre, you won't like Deluca Family either."
Actually, besides the lack of sex hate, the second most criticized part of my game is that it isn't a realistic mafia setting. The mafia part is just a storytelling tool and is far from what the game is known for. The setting is mafia stuff but the game focus lies somewhere else. I dare say that if the game used another setting but the same characters and story the current playerbase would still be the same.
Looking at the feedback and how the game has been received will give a better understanding of how it is. (Me writing this next part sounds so pretentious and arrogant, which I apologize for heh)
But; one of the higher-rated games, healthy player base, healthy Patreon amount and heavy among of story discussion in both the forum and on discord.
As an author, you know you have done something right when you have a theory section where there are people writing long pages of all parts of the story.
Sadly Goohshi site is down or I could link some of their playthroughs of them play through the game and getting so emotional that they start feeling emotional from events such as My Name Is Luna or simply asking questions and being interested.
I believe all of those could be way higher if it wasn't for my own situation that has made it high updates in between. The last 3-4 updates had several months between them and this one with the longest - 8 months. This has 100% hurt the growth of the game. But the fact that it still stands strong is a good indication imo. Especially considering that the game has no sex and a limited amount of lewd.
Of course, this
could 100% be wrong as I am the dev and I 100% got my bias goggles on, Hell there are many parts looking back I know could be changed for the better now I've learned more. You can be right in saying people are simply settling due to the lack of good story games out there. But I simply have a hard time seeing that people who get so invested are simply settling.