Невзор, desmosome, goonslagoon, about the discussion you had together :
Sincerly, I'm very flattered that you compared this small version of my game to games produced by companies weighing millions and especially to MASS EFFECT, just WAW!
Just a little reminder, this first version is more to be considered as a teaser or an introduction than as a chapter strictly speaking. What I mean is that the game itself will have a different approach, especially in terms of radical choices without endgames. And I think you will already see it much more clearly in the next update.
I know very well what you feel, I myself am an inveterate player of this type of big game (MASS EFFECT, FALLOUT 2,3,4, SKYRIM).
Above all, I love freedom. I've always dreamed of developing a game with almost total freedom of action and movement, where the player can go in all directions and do anything he want. However, while developing the game myself, I quickly realized that it was impossible to provide narrative leads for everything.
The hardcore choices at the beginning of the story lead to a premature ending because I simply cannot afford to also produce content for a branch in which the initial female character ( Jessica) either dies from the start or is psychologically destroyed. And if the story continued as if nothing had happened there would be no realism at the psychological level and would make this character lose all credibility.
And once again, thank you for your implication and your feedback.
Sincerly, I'm very flattered that you compared this small version of my game to games produced by companies weighing millions and especially to MASS EFFECT, just WAW!
Just a little reminder, this first version is more to be considered as a teaser or an introduction than as a chapter strictly speaking. What I mean is that the game itself will have a different approach, especially in terms of radical choices without endgames. And I think you will already see it much more clearly in the next update.
I know very well what you feel, I myself am an inveterate player of this type of big game (MASS EFFECT, FALLOUT 2,3,4, SKYRIM).
Above all, I love freedom. I've always dreamed of developing a game with almost total freedom of action and movement, where the player can go in all directions and do anything he want. However, while developing the game myself, I quickly realized that it was impossible to provide narrative leads for everything.
The hardcore choices at the beginning of the story lead to a premature ending because I simply cannot afford to also produce content for a branch in which the initial female character ( Jessica) either dies from the start or is psychologically destroyed. And if the story continued as if nothing had happened there would be no realism at the psychological level and would make this character lose all credibility.
And once again, thank you for your implication and your feedback.
Last edited: