Dorfnutter

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Cherubin25

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I completely forgot, that this was even an option, because it was so obviously wrong that I would never even consider it. :WutFace:
It is sad that Caribdis does not put some strong scenes like in OIAL when you gave Lauren to the Yakuza in the game anymore. Would be fun to see people complain about NTR and stuff when they decide to do a choice like this.
 

Ungawa

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It is sad that Caribdis does not put some strong scenes like in OIAL when you gave Lauren to the Yakuza in the game anymore. Would be fun to see people complain about NTR and stuff when they decide to do a choice like this.
The amount of backlash he would get from that again would basically cause his entire Patreon and this thread to explode and everyone would be all like...

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Takkatakka

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It is sad that Caribdis does not put some strong scenes like in OIAL when you gave Lauren to the Yakuza in the game anymore. Would be fun to see people complain about NTR and stuff when they decide to do a choice like this.
I don't know...if I would criticize the game for one thing then it would be for the often lackluster decisions it has.

Most of them are either VERY obvious and therefore somewhat pointless if you don't deliberately do a troll run or you can have no real idea what the right decision is, like the one with the amulet from the founder for example (or the one for Annie for that matter).

Having a decision to either thank or not to thank Nancy for a coffee...that is very close to being a pointless decision that might as well not be in the game to begin with.
 
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Cherubin25

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The amount of backlash he would get from that again would basically cause his entire Patreon and this thread to explode and everyone would be all like...

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Most likely.

Even tho, I would not mind for those super-obvious wrong choices (e.g. the choice to sell Penny out to Valentino, the choice to tell anyone about Dalias Secret Server or the choice of going with Regina).

In the end, the people know it is a bad choice and are still doing it.
 
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Cherubin25

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I don't know...if I would criticize the game for one thing then it would be for the often lackluster decisions it has.

Most of them are either VERY obvious and therefore somewhat pointless if you don't deliberately do a troll run or you can have no real idea what the right decision is, like the one with the amulet from the founder for example (or the one for Annie for that matter).

Having a decision to either thank or not to thank Nancy for a coffee...that is very close to being a pointless decision that might as well not be in the game to begin with.
To be fair, this goes for most games. Often the decision is basically "Have sex with that LI" or "Dont".

The thing is, if a decision is that impactful that you lose the path to said LI, most people will not do this, unless they really dont like the character. Those are the impactful ones.
And others are just decisions that wont change much. Or just the dialogue.

And I dont think this is really an issue. As I said, I would be happy about some punishing scenes for the super-obvious wrong choices, but this is just me wanting to laugh at people who decided for Regina at the party and complain that Penny took that handsome black dude with the mega-cock home instead of MC and complain about the outcome of their (stupid) decision.

But I dont need this to enjoy the game. And I just think that most of the games here are probably like this - more like Kinetic Novels which give you the illusion of having a choice. (Because in the end, every meaningful choice also means more things which need to be created... meaning more time to develop, render, etc. and overall slower development)
 
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Takkatakka

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To be fair, this goes for most games. Often the decision is basically "Have sex with that LI" or "Dont".

The thing is, if a decision is that impactful that you lose the path to said LI, most people will not do this, unless they really dont like the character. Those are the impactful ones.
And others are just decisions that wont change much. Or just the dialogue.

And I dont think this is really an issue. As I said, I would be happy about some punishing scenes for the super-obvious wrong choices, but this is just me wanting to laugh at people who decided for Regina at the party and complain that Penny took that handsome black dude with the mega-cock home instead of MC and complain about the outcome of their (stupid) decision.

But I dont need this to enjoy the game. And I just think that most of the games here are probably like this - more like Kinetic Novels which give you the illusion of having a choice. (Because in the end, every meaningful choice also means more things which need to be created... meaning more time to develop, render, etc. and overall slower development)
I think the "golden path" would be decisions for which you have to use your brain and have to be mindful of the character and what you know about her/him. But that is very difficult to pull off.

Doing these obvious wrong decisions...I don't know...as long as you don't waste too much development time with them and maybe only have them end-up in one or two render...okay, but if they become a whole new permutation that no one will use anyway, then they are just a waste.
 
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Cherubin25

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I think the "golden path" would be decisions for which you have to use your brain and have to be mindful of the character and what you know about her/him. But that is very difficult to pull off.

Doing these obvious wrong decisions...I don't know...as long as you don't waste too much development time with them and maybe only have them end-up in one or two render...okay, but if they become a whole new permutation that no one will use anyway, then they are just a waste.
This is true, it is basically a waste of time. Which was also my argument when people wanted a scene with Regina... I mean, they would look at it once and then reload their save, because nobody would lose the path to Penny for a one-time scene with a side character.

I think overall, the better solution is to not create any scenes for obviously wrong choices. I would enjoy it more if there would be scenes, because I like drama and people complaining about dumb shit they have done to themselves, but it would just take time away from the actual development.

When it comes to branching btw. - I think Caribdis has a pretty good idea of the overall Story he wants to show the players. Some things will probably come up on the fly, but I dont think that it allows for much branching or putting impactful choices depending on the character you are interacting with, if you have a clear goal in mind how you want the game/the path for said character to end.
 
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Dorfnutter

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When it comes to branching btw. - I think Caribdis has a pretty good idea of the overall Story he wants to show the players. Some things will probably come up on the fly, but I dont think that it allows for much branching or putting impactful choices depending on the character you are interacting with, if you have a clear goal in mind how you want the game/the path for said character to end.
Yeah, but he's been dabbling with branching stuff in his work as of late (not DPC level, but the kind of low-impact stuff that likely has minor consequences in the future (i.e. who you sided with in the Andromeda station, which person was spared in the Collector whodunit, the upcoming branching path between Luna and Dalia on Ekabar)). Makes me wonder if he's using these moments to test out branching choices/paths for his next game, but in a way that won't completely break his current narrative trajectory for this game (he did mention a while back that the outline of Eternun's story is pretty much done and all he's just doing is filling the blanks in between...though how much he fills those blanks can sometimes vary and may even change if he comes up with something better or crazier than the initial idea).
 
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