- Dec 23, 2019
- 211
- 354
I've agreed with everything you said except for that last part. While you are right to say that this is a harem-focused game, that doesn't mean it can't take criticism for its one-girl gameplay. The guy you quoted said that it'd be better if the Dev made little changes and while none of us can know how much work it would take, he is not wrong to say that. He just thought that feature would've made the game better and it would probably attract more players/more patrons. I'm not saying I agree with him since I'm fully interested in the harem path and nothing else so more branches would just mean waste of time for me, but I understand the point. You saying ''this isn't a game for you'' just lets everything off the hook for criticisms. You could literally say this about anything. America is bad for the free guns policy? Not a country for you! Putin is bad for the war? Not a country for you! This just cancels all criticisms and while it may seem good, it is actually bad for Cari because he can't see what players think and what might be done to improve the game.I dont think we are in a position to comment on how much work it could be. The number of main girls is a LOT and the branching could go out of hand. Then there is also the way in which break ups happen. You can lose penny's path in a couple of ways - you can simply not do the photoshoot with her (in which case being friends makes sense) or you can be a piece of shit and go for Regina (in which case you break her heart). If it is the latter, she would want nothing to do with you. Dalia also has choices like this - you can lose her path by just not wanting to work out with her or you can lose it by telling her password in which case she loses trust in you and wants nothing to do with you. This adds another layer of branching. And I am sure there is a lot more I am not even thinking about. A game is more than just renders you also have dialogue/code which can be time consuming and having a messy codebase might even impact future updates.
This is first and foremost a harem game and I think the current approach is fine - it makes things clear to people playing what type of game it is. It also reduces complexity of maintaining a bunch of branches. And I am sure the developer has given some thought to this as well - the gameplay loop of this game is to reward players with story content if they make the right choices and I think that is totally fine. I dont see it as giving players the choice to refuse girls as much as rewarding players for making the right choices.
The game even explicitly says it in the intro - it is deliberately designed such that you are expected to roll back if you fucked up somewhere to keep a girl's path.
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This game has its own identity and if you want to play a single girl route this game is just not targeted towards players like you and there is nothing wrong with that. Having a strong identity is a part of what makes great games stand out. Pale Carnations which you have in your signature is another good example of this. You have the brothel, the carnations and the horrible stuff happening to them and so it is not a game for people who like wholesome vanilla games and that's totally fine. The brothel is a part of the game and if you dont like to see the nasty things that happen to the carnations then its just too bad but the game is not for you. I think of this game in a similar way - it is primarily a harem game and if you dont like harem then that's just too bad but the game should not change what it is just because of your tastes.