- Jan 9, 2018
- 221
- 551
I share the concerns that many here have about the development of this game. It's one of the few games that have a real good and creative story that feels like it could really happen.
Implementing a random scene builder contradicts the strenghts the game has as of now. It's not the first game that tries to have sex scenes based on text snippets that are mixed together to tell a story, but these mechanics are not worth it imho. I prefer to have few, but well written sex scenes than tons of scenes that are all similar. The second approach leads to boredom and skipping all the text just to get over with it.
On the other hand, handcrafted scenes where the player only makes few, but important decisions (not clicking 20x on "give bj") are very much more to my liking. The scenes with the Swedish weapon dealer were good and enjoyable. The scenes in the bar where you pick up a guy were boring- you just click through the framework, skip the same texts over and over again and glance at the two or three words that are important. However, the surrounding idea wasn't boring. In my opinion the "test missions" would benefit much more if you would have two or three different, handwritten scenes per test, so only two or three possible partners instead of dozen of partners who obviously are just a collection of traits and variables, but no real characters.
Random generators and sex scene frameworks only make sense if you use them often in a generic fashion. This game lives from a well written story where scenes matter. That's a contradiction. It's no use to code something big for only a few scenes and it's boring to have too many scenes of the same kind.
It's the same with the relationships from her past: I would be fine to just click on the options "She had 2/7/132 different sex partners in college" instead of creating half a dozen forgettable random guys. And I think creating a feature that isn't benefical (and maybe even disadvantageous) for the game is just a waste of time and resources.
Implementing a random scene builder contradicts the strenghts the game has as of now. It's not the first game that tries to have sex scenes based on text snippets that are mixed together to tell a story, but these mechanics are not worth it imho. I prefer to have few, but well written sex scenes than tons of scenes that are all similar. The second approach leads to boredom and skipping all the text just to get over with it.
On the other hand, handcrafted scenes where the player only makes few, but important decisions (not clicking 20x on "give bj") are very much more to my liking. The scenes with the Swedish weapon dealer were good and enjoyable. The scenes in the bar where you pick up a guy were boring- you just click through the framework, skip the same texts over and over again and glance at the two or three words that are important. However, the surrounding idea wasn't boring. In my opinion the "test missions" would benefit much more if you would have two or three different, handwritten scenes per test, so only two or three possible partners instead of dozen of partners who obviously are just a collection of traits and variables, but no real characters.
Random generators and sex scene frameworks only make sense if you use them often in a generic fashion. This game lives from a well written story where scenes matter. That's a contradiction. It's no use to code something big for only a few scenes and it's boring to have too many scenes of the same kind.
It's the same with the relationships from her past: I would be fine to just click on the options "She had 2/7/132 different sex partners in college" instead of creating half a dozen forgettable random guys. And I think creating a feature that isn't benefical (and maybe even disadvantageous) for the game is just a waste of time and resources.