Greta week that didn't start so greta, I got motivated with the lovely illustrator Victoria after I felt demotivated, more news soon™ my crab hands aren't fast sorry I wasn't fast enough.Personal gripe: I'm assuming Crush says greta as a funny injoke. At first I thought it was the occasional misspell, but now it's really grinding my gears. It messes with my reading through
People keep saying "when bangkok is done", but isn't that the whole game? Like, I remember him posting up the huge design document for the whole thing years ago, and it's just a deep dive into this huge months-long intelligence operation in Bangkok. Gang wars, side missions, etc. Unless he's said otherwise, Bangkok is it. It's not supposed to be a whole "female spy life sim", it's her early life, her hiring, then her first major mission.I don't think that plnning for the re-integration of the life story has even started. That might not happen until the Bangkok part of the story is finished. And that's smart, because the life path bit is an added feature, not a central one.
It is not the entire game, as the earliest efforts showed. The game had a "life path" leading to Bangkok, and for years that was all it had. As far as I know, adding the life path back in someday is still in the cards, but it is a low priority. When I refer to when "the Bangkok part of the story is finished" I don't mean that there is an ongoing story for after Bangkok (though, who knows, there might be) but rather when Crush is done telling the Bangkok (main) story... indeed, I noted that "the life path bit is an added feature, not a central one."People keep saying "when bangkok is done", but isn't that the whole game? Like, I remember him posting up the huge design document for the whole thing years ago, and it's just a deep dive into this huge months-long intelligence operation in Bangkok. Gang wars, side missions, etc. Unless he's said otherwise, Bangkok is it. It's not supposed to be a whole "female spy life sim", it's her early life, her hiring, then her first major mission.
Yes, I know, I mentioned the early life stuff before. But that was before he got into the doldrums endlessly reworking the Dubai sex scene and taking trucker pills. He shared the whole story planning document for the entire game, and Bangkok, if it's ever finished, will be huge, easily dwarfing the prologue section.It is not the entire game, as the earliest efforts showed. The game had a "life path" leading to Bangkok, and for years that was all it had. As far as I know, adding the life path back in someday is still in the cards, but it is a low priority. When I refer to when "the Bangkok part of the story is finished" I don't mean that there is an ongoing story for after Bangkok (though, who knows, there might be) but rather when Crush is done telling the Bangkok (main) story... indeed, I noted that "the life path bit is an added feature, not a central one."
Should the lifepath not be reintegrated, then there's really no point in development -up to and from- now on that front right?It is not the entire game, as the earliest efforts showed. The game had a "life path" leading to Bangkok, and for years that was all it had. As far as I know, adding the life path back in someday is still in the cards, but it is a low priority. When I refer to when "the Bangkok part of the story is finished" I don't mean that there is an ongoing story for after Bangkok (though, who knows, there might be) but rather when Crush is done telling the Bangkok (main) story... indeed, I noted that "the life path bit is an added feature, not a central one."
Just out of interest, how many death stars did you finish building?The latest Patreon post is just a very well worded excuse to drag the next release out to rake in another month of donations for no work. Every release gets delayed for weeks on end to the point that I can’t tell if he’s a smooth talking con man or an incompetent idiot who can’t manage his time effectively. It seems likely that he’s both.
I suggested some time ago that the lifepath be repurposed as a series of flashbacks to provide the reason why the MC makes the choices that she does, but don't know if that went anywhere. When all is said and done, maybe the lifepath will prove to be redundent, or maybe players will want to build the agent they want to take to Bangkok. Obviously, the Bangkok story will have to have choices in it for any of the characteristics accumulated in the lifepath to have meaning, but even choices in Bangkok should take a back seat to just getting the story told on a single path. Choices can be added later.Should the lifepath not be reintegrated, then there's really no point in development -up to and from- now on that front right?
And how is it so optional that it can be reintegrated after the main story is finished, if it's supposed to determine your 'personality' and stat distribution to begin as an agent in Bangkok, supposedly leading to different event choices?
Unless, as Kristof29 suggests, it will be all done as you play through it and via choices in Bangkok, then there's even less reason to keep the whole lifepath thing. Honestly might just be better to repurpose that into a framework for another game. Maybe Female Sorority Days or sth
Precisely. The game doesn't give meaningful choices yet in order to accelerate telling the story. Additional branches of a story slows development in direct relationship to the number of paths being pursued.The game as it currently is, already gives you "choices" that don't really change much, at best it adds an extra slide of flavour text, at worst it's completely ignored and leads to the exact same result. I'm not even talking about the illusion of choice of "Path A and B eventually merge", I'm talking about "any of the three choices are followed by the same slide and text immediately afterwards"
Anyone thinking that the lifepath choices have even been identified yet is delusional. There's a reason why the lifepath planning is on hold, mentioned several time in this thread in this week alone.Anyone thinking that the lifepath choices would matter and change the story "once it's put back in" is delusional.
Without meaningful choices, is it even a game?Precisely. The game doesn't give meaningful choices yet in order to accelerate telling the story. Additional branches of a story slows development in direct relationship to the number of paths being pursued.
It's like the Goldilocks story. You are complaining that the game is going to fast, others are claiming that it is going to slowly, and yet others think that it is about right. The third group, though, is the one putting their money where their mouths are.
It certainly isn't a complete game yet. Lots of "games" on TFGS don't have meaningful choices yet, either, and that's true of a number of games here as well. The TFGS criteria is actually that "[t]here should be some player interaction that will have lasting effects" and that's clearly present in Female Agent. Even if this game didn't meet some TFGS criteria, that site is the one on which to bring the issue up. Those criteria are meaningless here.Without meaningful choices, is it even a game?
I ask this genuinely as it is a criteria for games on TFGS being classed as a game
I'm a moderator for the IGDB database there. I know what the criteria are even if the language you used is slightly different.It certainly isn't a complete game yet. Lots of "games" on TFGS don't have meaningful choices yet, either, and that's true of a number of games here as well. The TFGS criteria is actually that "[t]here should be some player interaction that will have lasting effects" and that's clearly present in Female Agent. Even if this game didn't meet some TFGS criteria, that site is the one on which to bring the issue up. Those criteria are meaningless here.
The language I used was copy-pasted from the rules you are supposed to be enforcing.I'm a moderator for the IGDB database there. I know what the criteria are even if the language you used is slightly different.
Yes. If you spent 1/10 the time playing the game that you do trying to bad-mouth it, you'd know that. And, again, it's not just how I "want to word it," it's how the rules you supposedly know actually do word it.Interactions that have lasting effects or meaningful choices or any other way you want to word it, does this game have them or not?
When we were writing the rules I re-wrote this one myself. I know what it says and exactly what it means better than literally anyone. Why don't we do something less reductive like explain how ponds work to ducks?The language I used was copy-pasted from the rules you are supposed to be enforcing.You must be registered to see the links(see rule 3.b.)
Yes. If you spent 1/10 the time playing the game that you do trying to bad-mouth it, you'd know that. And, again, it's not just how I "want to word it," it's how the rules you supposedly know actually do word it.