- Sep 20, 2018
- 3,303
- 13,697
A lot depends on how you look at it, but I mostly disagree.Affinity system showing its flaws once again as does dividing up characters on certain paths, like not being able to do anything with Jade and Cathy by staying with M&J.
So much of this game is now becoming an exercise in trying to understand why, from a character perspective, the MC wouldn't do certain things with certain characters or why they wouldn't do anything with him. It seems as though, in an effort to create replayability, the locking of certain events to different paths and affinities is creating inconsistency issues with how the MC is and what they can do because, as has been discussed many times, a player can do everything with M&J and can have just about all their RP points, yet they get rejected just because they're DIK afffinity. Well, in this episode we saw that we can also be rejected by Quinn even if we've done almost everything with her just because a player doesn't have DIK affinity and is with M&J.
Aside from the gaming logic of replayability factor, it doesn't make sense in either case to be so cut off because if you take out the hamstringing affinity system, the MC has done enough in both cases to surely be accepted in these moments. Without locking content to certain affinities and relationship paths, there would be still be a of replay options with the different routes you can take of focusing on particular LIs and all the variations therein.
Take Quinn. Yes, the MC can fool around with Quinn while still being an overall CHICK on M&J's path. But by the same token, that makes it look to Quinn as if she's just another of his dolls. Since Quinn has a big chip on her shoulder and hates feeling weak, I can see how that would tilt the balance and prevent her from opening up to the MC.
So to me this feels like one of those 'realistic' consequences I mentioned in my reply to Arigon: Quinn will only be willing to trust the MC if he makes her feel both wanted and special. I get how you might see it differently, though.
Still, to me, the real flaw is that DPC is bad at laying out coherent ground rules for how consequences in his world will play out. For the first season, nearly everything hinged on Status or Affinity, with RP adding a little depth to the scene here or there. It was rare pursuing one opportunity would foreclose another.
As we advance, Status and Affinity are becoming more rigid even as they tend to be less important than the specific actions an MC has taken before. It makes for a confusing path to navigate. This is made even worse by the muddled feedback DPC gives.
I've complained before about Maya/Josy giving contradicting explanations for why they rejected the MC; any player trying to work out their mistake based on the in-game logic is in for a serious headache. Some of the new branches are even worse because they provide NO in-game feedback that a consequence has even occurred: the MC turning down Cathy or Quinn turning down the MC thanks to the M&J path are the big offenders here. At least Jill's photo provides a coherent explanation for why the MC will turn down Nora.
The Affinity system itself has that problem in spades, to the point I don't think even DPC could give a succinct explanation for why the various choices (and only those choices!) count the way they do. Tying a bunch of consequences to that mechanic was almost doomed to rankle our feathers, but we're pretty well stuck with it now.
Last edited: