- Dec 12, 2020
- 604
- 1,305
Is the dev hungry when deciding a game? Previous one is pineapple and now it's apple, a big one too.
For me it's an improvement and downgrade at the same time.In my opinion this novel is a vast improvement over Pineapple Express which by the way enjoyed a lot.
Aye, this feels more like an actual game, this may be his best one yet.In my opinion this novel is a vast improvement over Pineapple Express which by the way enjoyed a lot.
IMHO, it is their instinct to "improve" their work. Sometimes it works, but more often it crashes and burns.I think immature developers don't fully understand the costly implications of breaching.
Not even big IT companies go for a heavy breach strategy for obvious reasons
Dimajio333
At the net of having same delivery team, branching will slow down the delivery, will force to release less and less content for each breach.
I don't get why amateur developers always fall in the "brenching strategy" trap
I understand, but it is known in the industry that brenching code is not sustainable for very small teams.IMHO, it is their instinct to "improve" their work. Sometimes it works, but more often it crashes and burns.
tyranny of numbers?I understand, but it is known in the industry that brenching code is not sustainable for very small teams.
There is a mathematical formula (I need to find it) that explain the direct proportionality between adding branches and slowing delivery pace unless you increase your team capacity.
Anyway.. .. I just reported the obvious
It is the tyranny of number... But if you think about it is easy to understand why, not changing the team capacity you will slow down the delivery pace for each breach and you will lower the quality.tyranny of numbers?
I'm confused. Is it breaching, branching, or brenching? I've worked for IT companies and I'm not sure what you mean by IT companies not going for 'heavy breach strategy'.I think immature developers don't fully understand the costly implications of breaching.
Not even big IT companies go for a heavy breach strategy for obvious reasons
Dimajio333
At the net of having same delivery team, branching will slow down the delivery, will force to release less and less content for each breach.
I don't get why amateur developers always fall in the "brenching strategy" trap
This ignores the sheer idiotic inefficiency of how visual novels produce graphics. I'm not saying you're wrong - I'm saying the discussion is more nuanced than "if you're worried about branching slowing production, then find kinetic".I'm confused. Is it breaching, branching, or brenching? I've worked for IT companies and I'm not sure what you mean by IT companies not going for 'heavy breach strategy'.
As for narrative video games having branching paths and choices, the answer is simple: player agency, replayabiliy, and variability. If you don't want branching features, you can just use the search feature and include the kinetic novel tag. You will also see throughout the forum that people don't really like kinetic novels or just having a linear story. People want to have choices and for those choices to have an impact. That's the point of interactive fiction, such as a visual novel, be labeled as a video game. People can just watch porn videos, or read porn novels if they don't want the game aspect of visual novels. The narrative is also much more compelling to see different actions made by characters, different events play out in different ways interact with the player than just one linear story. And I'm not saying there's anything wrong with linear stories, I'm an avid book reader myself. But it's easy to see why players would prefer a more complex system. Personally, having paths are always better. It simply adds more depth to the game and narrative. I do agree that unprepared developers are going to have a tough time. If developers want to have a good development cycle, then they must plan ahead and write the paths before adding the art and animation. But that doesn't mean developers should be discouraged in making such a game. It simply means that they should study and learn and ins and outs before embarking such a project.
yeah out of the games I played of his so far 3 so far. I always found my self cant wait for more and see what happens. So yeah I agree he does have good balance. Overall I say this game he keeps more more exicited what comes next compared to his other games. That is because he does a better job at teasing scenes in this one for me. Tho I still wish he would trim the fat of scenes or dialogue of things we have seen already when playing both MC and FMC pov but that is just me and nitpicking at that.This ignores the sheer idiotic inefficiency of how visual novels produce graphics. I'm not saying you're wrong - I'm saying the discussion is more nuanced than "if you're worried about branching slowing production, then find kinetic".
Can you imagine if Skyrim were produced in way in which the developers needed to create unique artwork for every single house interior, every single tavern, hell, even turning a corner left or right in a cave would double the respective workload. It'd be difficult to get more than an hour of gameplay done. The entire power of computers in copying and recursion mostly goes to waste in AVNs (non sprite based ones anyway).
I think so far diamaggio has found a happy medium between a purely kinetic experience and prohibitively high workloads - and he's kept it up so far. Can't wait to see more characters this coming update.
If you don't understand how branching strategy affect development pace and release quality maybe you work in that part of IT that fill excel files.I'm confused. Is it breaching, branching, or brenching? I've worked for IT companies and I'm not sure what you mean by IT companies not going for 'heavy breach strategy'.
As for narrative video games having branching paths and choices, the answer is simple: player agency, replayabiliy, and variability. If you don't want branching features, you can just use the search feature and include the kinetic novel tag. You will also see throughout the forum that people don't really like kinetic novels or just having a linear story. People want to have choices and for those choices to have an impact. That's the point of interactive fiction, such as a visual novel, be labeled as a video game. People can just watch porn videos, or read porn novels if they don't want the game aspect of visual novels. The narrative is also much more compelling to see different actions made by characters, different events play out in different ways interact with the player than just one linear story. And I'm not saying there's anything wrong with linear stories, I'm an avid book reader myself. But it's easy to see why players would prefer a more complex system. Personally, having paths are always better. It simply adds more depth to the game and narrative. I do agree that unprepared developers are going to have a tough time. If developers want to have a good development cycle, then they must plan ahead and write the paths before adding the art and animation. But that doesn't mean developers should be discouraged in making such a game. It simply means that they should study and learn and ins and outs before embarking such a project.
If you were to use a medium that doesn't use much recursion and reusability, then webcomics is a better example. 3DCG VNs such as this also reuse assets like character models, clothing, etc. I don't know how a panel compares to a render, but I'd imagine producing a panel takes longer than a render, especially when renders can also be reused in a scene. I have seen 3D artists who can produce renders really quickly so I'm not sure if I should count them as the norm, but I think that if VN authors have the same work ethic as webcomic artists producing weekly art, then graphic production shouldn't be an issue. The complaint the OP highlighted is that branches = slower production, and while true, that doesn't mean the product is worse than if it is a linear story instead. From what I've seen, most of the issues with VN development cycle inefficiency comes from poor planning. The author just didn't write the story beforehand with each branches, and sub-branches. They usually get stuck because they don't know how to continue the story.This ignores the sheer idiotic inefficiency of how visual novels produce graphics. I'm not saying you're wrong - I'm saying the discussion is more nuanced than "if you're worried about branching slowing production, then find kinetic".
Can you imagine if Skyrim were produced in way in which the developers needed to create unique artwork for every single house interior, every single tavern, hell, even turning a corner left or right in a cave would double the respective workload. It'd be difficult to get more than an hour of gameplay done. The entire power of computers in copying and recursion mostly goes to waste in AVNs (non sprite based ones anyway).
I think so far diamaggio has found a happy medium between a purely kinetic experience and prohibitively high workloads - and he's kept it up so far. Can't wait to see more characters this coming update.
Sure, if you consider backend development a "fill excel files" job.If you don't understand how branching strategy affect development pace and release quality maybe you work in that part of IT that fill excel files.
You can use simple math to understand how bad branching is.
You have a game wife and mother where it takes a solar year in order to advance 4 story branch for 1 day of Sofia adventure
And the outcome will be, you moaning like kids (AWAM) thinking that the developer is milking money and not delivering......
That's it, this is my point, if you are an amateur developer or very small team inevitably the brenching will affect your outcome and customer satisfaction.Branching is ok, if... you have a big team working on it. Writing, Coding, and Rendering all take a lot of time.
For my money's worth, I'm for a simple faster-paced story with an end in sight.