- Dec 21, 2018
- 2,399
- 2,338
BaDIK is not perfect but compared with other games it really sets standards and is the best game of this type I know. I would rather see it go on as it is than have it shut down soon just to give choices in the game more consequences.Agreed, the game needs to commit to what it is. On the one hand, it spends inordinate effort in Episode 4 to play up how momentous the decision between the MC, Maya and Josy is. But on the other hand, Episode 5 insists nothing was really decided and the MC is still free to bang anything that moves (except non-Bella teachers, for some reason) because Maya and Josy want to take it slow.
As I said before, I sort of get the logic behind Maya's string theory and I think it is likely the game will be watching our actions behind the scenes to figure out if the poly route works. But it would be so much more reasonable if trio agreed to a certain amount of exclusivity and the MC would thus be deliberately cheating should he continue pursuing other girls.
I suspect the problem is that then the game would need to develop a whole new set of non-sexual interactions with the other girls (lest episodes become even shorter for lack of content on each path), and DPC wants to avoid that workload as long as possible. You see a few signs of that kind of interaction in Episode 5, in the Maya/Josy scenes when you reject them, or Sage explaining that guys don't turn her down often. But those scenes were repurposed from the sex scene lead ins, right down to a lot of the dialog. It would take a lot more work to, for example, replace our second date with Jill with a platonic interaction with her.
So I get that there are real world concerns here. But it's just so frustrating how much the game bends over backwards to prevent us from experiencing the logical consequences of the actions the game not only demands we take, but demands we take in such dramatic fashion.
This is why I'm sincerely hoping that, as good as this game is, it will end sooner rather than later. The longer it goes on the worse the strain will get.
It's a common mantra that games are about choices but this usually applies more to games like chess, which have limited content (chessboard, 2 colors, 6 different pieces, ruleset) and where the player creates his own story, and less to VNs with unique prescribed stories and prescribed decisions.
Major decisions with consequences split a story into exclusive paths and so spread the content over more and more different paths, making the story for each path shorter than it would be without decisions (if we assume the same amount of overall content). BaDIK is published in episodes. If all episodes have about the same size (amount of content) and some major decisions, then the later episodes will only feature an exponential number of progressively shorter stories and players will be disappointed and frustrated.
The affinity system (DIK, neutral, CHICK) is probably the best we can get since it is more like a two-/three-lane highway which simply follows the main story and where the player can decide if he drives left, middle or right to see some special landmarks on his journey. The main part of the content (the highway) remains the same for all players. And unless one does an extreme DIK or CHIK playthrough, most will probably end somewhere in the middle (neutral).
If someone has a working concept for a game with 10-20 episodes of fixed size (100%) and at least one major decision per episode I would be interested to see how the (limited) content can be spread over the increasing number of different story arcs in later episodes without stalling the game.