elliet93

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Jun 5, 2017
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And apparently it was either so half-assed that it can't be even named quarter-assed or so bad that even his community of patrons where everyone has unconditional love and bottomless wallets couldn't sugarcoat how bad it was.
It wasn't really bad. It had its issues, but the biggest was that it was only that single scene, not that scene integrated into the whole game. That's the main reason, I assume, why it wasn't released publicly. I can't for the life of me figure out why, for as much time as he claims to spend on the game, the volume of published output is so low. Maybe your point about "insecurities" is accurate, dunno. But it reminds of a lot of work in my field: The plans are there, the talent is there, but frustrations when it doesn't all just "write itself" leads to delay after delay. The difference is, no one is actually holding this publisher accountable to eventually finishing something. I'm out though. I can't justify even a $1 patronage at this point. Granted, that's not going to change much, considering this game makes over $72k a year.
 

Barbiecued

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Mar 12, 2019
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It wasn't really bad. It had its issues, but the biggest was that it was only that single scene, not that scene integrated into the whole game. That's the main reason, I assume, why it wasn't released publicly. I can't for the life of me figure out why, for as much time as he claims to spend on the game, the volume of published output is so low. Maybe your point about "insecurities" is accurate, dunno. But it reminds of a lot of work in my field: The plans are there, the talent is there, but frustrations when it doesn't all just "write itself" leads to delay after delay. The difference is, no one is actually holding this publisher accountable to eventually finishing something. I'm out though. I can't justify even a $1 patronage at this point. Granted, that's not going to change much, considering this game makes over $72k a year.
72k a year?! No wonder he has writers block, he probably have no real incentive to keep going with that amount of revenue. As much as I love the game, right now its basically just one long character creation simulation. I can see that he spends a lot of time researching subjects used in his story but it kind of means nothing if he's not actually using it to write the story. Would probably have been much better if he just focused on one agency in the beginning and not delve into five right away. That would have progressed the story without really losing that much and those can always be added later on without any issues..
 

elliet93

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Jun 5, 2017
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As much as I love the game, right now its basically just one long character creation simulation.
Yup, his Patreon says over $6k per month, so.... I don't think it's an issue of the one vs. five agency thing though. It's that, since the main content of what currently exists was published, everything has been tweak tweak tweak. I mean, there were a couple months where the development and commentary just nitpicked over suntans. And then this most recent adventure with the sex scene. Again, the new scene was not perfect, but it was good enough. But no, apparently not. Even though recent Patreon posts have admitted that he's been too slow to get things out, all the other material he claims to have planned are (shocker) more tweaks and more strategizing workflow. New content? Nah, not really, nothing substantial anyways.

To the point in your post that I quoted, this game does character creation better than almost any other...but it basically ends at the point when you've finished the setup. At this point, one of two things seems possible.
  1. The main dev really doesn't actually have any idea how to carry the main plot forward. Like a movie with a good first act but no plot to pay off, the envisioning of a plan may have taken the place of an actual plan when this project got off the ground.
  2. The dev is literally milking this for all (the money) it's worth. Keep people paying for little tweaks to what's already there as long as possible before releasing new content that could move closer to an end of the project (and, thus, an end of the revenue). I know, I know, I'm being cynical, but the possibility exists. The stupid thing is, there's so much potential content here (I mean, pretty much endless possibilities) that he really could balance this out.
 
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Deleted member 800965

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Correction: there isn't and has never been and (hopefully) there won't be in the foreseeable future such a thing as 72k per year. Patreon always shows you the current pledges, which have nothing to do with actual collected money - up to 10% may disappear on the 2nd of each month, which is the only time where figures shown represent money collected. Plus it is always gross collection: subtract 5% patreon commission, the banking transaction fees and (most importantly) the taxes.
And it's more like 35k per last six months (since v1.5 came out) - before the figures were a third smaller.
This is still impressive, of course, but if you're a patron, aside from Patreon DMs you can only unsubscribe. Otherwise it's better to act like that guy who visits this thread once a year. I have a feeling that there's a die-hard (and surprisingly large) core of patrons wealthy enough to support Crush till his deathbed, and thus nothing will be strategically changed. Maybe they're paying for all those daily reports? IDK, it kinda looks like a reality show of "that guy everyone has in the hood making the best porn game in the world. And failing. Time and again. And sometimes releasing stuff"
 
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From their Patreon:

Hyneman is ready to add In This Year content to all Lifepath pages, to convey a sense of the news events that shaped your agent's upbringing. We could use more events, especially 2000-2018, so if you can help please contribute via .

This is apparently a "side thing" and Crush "hasn't touched any of it", but seriously. I doubt that most people following the game want to read a paragraph on how sad the agent was after 9/11, or whatever other event.

The funniest (saddest?) thing about this whole situation is not that they aren't working in Bangkok at all. It's that, judging by how many "issues" they run into, by the time (if) they decide to work on bangkok, they're going to have so many issues and reworks that it just won't get a release.

Like I said earlier: Most people can spin a beginning of a story. Most people don't think of an end. I doubt any of their team actually knows how Bangkok is going to work, they're just buying time right now.
 
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Deleted member 800965

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Ah, the eternal riddle:

I doubt that most people following the game want to read a paragraph on how sad the agent was after 9/11
Do they? Or do they not? How can anyone know? This thread generates just several pages of discussion monthly, with a lot of the same people who keep visiting for different reasons - how many of us there are? A couple dozen? The Discord is mostly silent, aside from another couple dozen people being sometimes vocal about stuff (not necessary about game stuff). Was livelier earlier, but expectedly hybernated after Crush himself stopped hanging around there months ago. Patreon comments are written by yet another couple dozen of the same faces. So how many voices are out there, no matter whether they support the game, loathe it or are just tired of waiting? A hundred? 150? 200 tops is my guess. Patron count is steadily above 2000, mind you.

And this issue (as basically any other issue which boils down to stop doing funny shit, we thirst for what you've promised yourself) is moot when (mostly) everyone is silent. Behind a single voice how many actually agree that yes, discard all this shit and go make some content for us? How many are behind a single voice which says no, keep pushing toward your own goals, you're the artist, we'll be here to support you? How many don't fucking care? How many have forgotten they have a $1 pledge?

Noone knows for sure, and noone realistically can. And the only other voice which can be heard with more clarity is the voice of the money, and please see above what the money tells you. In conclusion: keep doubting.
 

Crushstation

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This is apparently a "side thing" and Crush "hasn't touched any of it", but seriously. I doubt that most people following the game want to read a paragraph on how sad the agent was after 9/11, or whatever other event.

The funniest (saddest?) thing about this whole situation is not that they aren't working in Bangkok at all. It's that, judging by how many "issues" they run into, by the time (if) they decide to work on bangkok, they're going to have so many issues and reworks that it just won't get a release.

Like I said earlier: Most people can spin a beginning of a story. Most people don't think of an end. I doubt any of their team actually knows how Bangkok is going to work, they're just buying time right now.
You're not seeing the big picture.
  • In This Year is an attempt to create a system that lets people who aren't me add content directly into the game. We deliberately picked something small to start with, but if we can make it work, we can adapt it to bigger things.

    Example: a fan proposed a cool idea for a side quest in the streets of Bangkok, where the agent can get "sharked" as she's travelling to a location if she's wearing the right clothes. As it stands, for that to go in the game I would need to write it, specify the artwork, process the artwork, etc. Hyneman would help me code it, but it would take a lot of my personal time to make it happen.

    If we can make In This Year work, then we could in the future allow team members and the community to add it into the game (perhaps with me acting more like an editor?). The whole thing is an attempt to add content faster.

  • We're working on Bangkok right now. The sex scenes are being reworked exactly and specifically so that we can try a new format in Bangkok – the existing sex engine isn't good enough to handle the sex scenes we want to write there.
 
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Crushstation

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I have a feeling that there's a die-hard (and surprisingly large) core of patrons wealthy enough to support Crush till his deathbed, and thus nothing will be strategically changed. Maybe they're paying for all those daily reports?
No, they're paying for development of the game.

Strategic change is something I'm actively attempting (recent evidence: adopted Jira; adopted 2-week sprint methodology). Advice on how to do better is always welcome, as you well know.
 

Crushstation

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Sep 21, 2017
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To the point in your post that I quoted, this game does character creation better than almost any other...but it basically ends at the point when you've finished the setup. At this point, one of two things seems possible.
  1. The main dev really doesn't actually have any idea how to carry the main plot forward. Like a movie with a good first act but no plot to pay off, the envisioning of a plan may have taken the place of an actual plan when this project got off the ground.
  2. The dev is literally milking this for all (the money) it's worth. Keep people paying for little tweaks to what's already there as long as possible before releasing new content that could move closer to an end of the project (and, thus, an end of the revenue). I know, I know, I'm being cynical, but the possibility exists. The stupid thing is, there's so much potential content here (I mean, pretty much endless possibilities) that he really could balance this out.
1. Like you say, there are endless possibilities in Bangkok. I've got plenty of ideas (around the brothel itself, the triad who "protect" it, the main mission, side quests and activities, etc).

2. My vision on content isn't that the project ends once the game has an ending. The main quest is deliberately designed so it isn't a "ticking clock" scenario – your agent is told in the briefing that she could be undercover for many months.

Once the game has an ending we can still add side quests, locations, avatar changes...so long as patrons want more content we can add it. My real vision is that every time you download an update for Female Agent there's something new to experience in Bangkok (as well as repeatable activities like working a shift in the brothel).

If you believe what I'm saying then there's gotta be a third alternative...

Screenshot 2020-01-12 at 16.35.22.png

3. I need a better Sex Engine to achieve my vision of Bangkok.
 

Crushstation

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72k a year?! No wonder he has writers block, he probably have no real incentive to keep going with that amount of revenue.
I don't get to keep it all (and $72k is actually less than I was earning in my last job anyway). I love the game, though, so I'm very grateful to the literally thousands of patrons who've made it possible to leave my job and work on the game full time.

About incentive to keep working: I'm actually super stressed about slow productivity, and I'm always worried that I'm not working hard enough (or, lately, maybe just not talented enough) to justify the patronage. (Not fishing for sympathy, here, just trying to be candid.)
 
Apr 3, 2019
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You're not seeing the big picture.
  • In This Year is an attempt to create a system that lets people who aren't me add content directly into the game. We deliberately picked something small to start with, but if we can make it work, we can adapt it to bigger things.

    Example: a fan proposed a cool idea for a side quest in the streets of Bangkok, where the agent can get "sharked" as she's travelling to a location if she's wearing the right clothes. As it stands, for that to go in the game I would need to write it, specify the artwork, process the artwork, etc. Hyneman would help me code it, but it would take a lot of my personal time to make it happen.

    If we can make In This Year work, then we could in the future allow team members and the community to add it into the game (perhaps with me acting more like an editor?). The whole thing is an attempt to add content faster.

  • We're working on Bangkok right now. The sex scenes are being reworked exactly and specifically so that we can try a new format in Bangkok – the existing sex engine isn't good enough to handle the sex scenes we want to write there.
For the first point, that's fair enough. I read the comments and saw it wasn't something you were personally involved, it just struck me as odd that, whatever man hours were being spent as a whole (full team included) was being dedicated to something so inconsequential.

As for the second point (I won't quote the other posts), the sex engine is (or should be) something relatively small in the scope of the game. Sure, it's a sex game and all that, but that is just something that enables the rest of the game, not the core of the game itself. We don't have any idea of what the actual game is like. None of us know if what's in bangkok is going to be engaging. And that's not a sex engine issue.

We don't know what the gameplay will be once in Bangkok. For example: we don't know if there will be resources (money, equipment), how they'll be acquired, and, most important, if they'll be a good addition to the game. Maybe you (your team) do? Or at least you think you do.

Because, for this specific example (resources) there are a few things that will complicate development (and I don't mean it in a bad way, it's just how these things are): How do we code the resources? Where will they be used? What's a good balance on acquiring/using them? How critical are they to the story? If we decide to add a new one later down the line, how do we code it so it doesn't break the whole game and/or doesn't force us to rewrite most passages to take it into account? And once all of this is done: is it actually fun and a good addition to the game?

You can extend this to everything else. Few examples: Important characters, affinity with other characters/Relationship status, character statistics (there's a dice roll system behind the curtains so...any way to customise our character further down the line?), sex engine, overall story, side quests.

Don't get me wrong, I don't mean this in a negative way. I am sure you are already living this with the new sex engine, and if you (your team) truly can manage to make the "definitive sex engine that won't need any changes further down", then, that's great! But looking at how the game is being handled, I don't think that's going to be the case. And the reality is, even if the previous engine might not be the final sex engine, "getting to Bangkok and getting an idea of what the actual story would be like" doesn't require any new sex engine.
 

Crushstation

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As for the second point (I won't quote the other posts), the sex engine is (or should be) something relatively small in the scope of the game. Sure, it's a sex game and all that, but that is just something that enables the rest of the game, not the core of the game itself.
What is it you mean by that? How do you think sex scenes should play out in the game?

We don't know what the gameplay will be once in Bangkok. For example: we don't know if there will be resources (money, equipment), how they'll be acquired, and, most important, if they'll be a good addition to the game. Maybe you (your team) do? Or at least you think you do.
Money, avatar clothes and mission-specific equipment will be in the game.

Because, for this specific example (resources) there are a few things that will complicate development (and I don't mean it in a bad way, it's just how these things are): How do we code the resources? Where will they be used? What's a good balance on acquiring/using them? How critical are they to the story? If we decide to add a new one later down the line, how do we code it so it doesn't break the whole game and/or doesn't force us to rewrite most passages to take it into account? And once all of this is done: is it actually fun and a good addition to the game?
Resources are pretty easy. We have objects and flags that we can use to keep track of which resources the PC has. You can actually see an example of this in the game, on the Dubai date and in the wet t-shirt contest; when the PC gets dressed again after each scene, you'll notice that she gets dressed in whatever clothes she wore to the scene. The game is intelligent enough to restore the specific clothing items that were in her possession at the start of the scene.

As to whether or not it's a good addition; my feeling is that's something best decided by the community? That's why I'm revising the sex engine prototype based on community feedback, instead of just plowing on with my first draft. My idea is that we get the sex scenes right, then we start building them in.

You can extend this to everything else. Few examples: Important characters, affinity with other characters/Relationship status, character statistics (there's a dice roll system behind the curtains so...any way to customise our character further down the line?), sex engine, overall story, side quests.
Could you go into a bit more detail here? We have basic systems in place to handle all of these things (e.g. side quests: the casino scene in the first Scottish nightclub is a working side quest), but I don't get the overall point you're driving at.
 

Barbiecued

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Mar 12, 2019
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From their Patreon:




This is apparently a "side thing" and Crush "hasn't touched any of it", but seriously. I doubt that most people following the game want to read a paragraph on how sad the agent was after 9/11, or whatever other event.

The funniest (saddest?) thing about this whole situation is not that they aren't working in Bangkok at all. It's that, judging by how many "issues" they run into, by the time (if) they decide to work on bangkok, they're going to have so many issues and reworks that it just won't get a release.

Like I said earlier: Most people can spin a beginning of a story. Most people don't think of an end. I doubt any of their team actually knows how Bangkok is going to work, they're just buying time right now.
Well.. When I write a story, I usually have the underlying plot in my head already, what the purpose of the plot and the finale is. Then you stretch it out by planning out each chapter of the story. I usually do that by naming the actual chapters and that helps getting my creativity in flow. You start small on each chapter and then reread, expand, perfect and redo the process until you feel satisfied and leave it to others(editor or in their case, patrons) to judge if its publishable.

I always get inspiration and ideas by watching or reading documentaries, movies or television - or simply playing games. The problem I encounter with myself, but less nowadays than my beginnings, is that I get side-tracked by inspiration of other ideas of stories or in some cases pressured by every day life.

From my point of view I don't think the problem is that they don't have the ending in mind, its more likely that they cave under the pressure of having such a huge following and losing inspiration because of that to finish it off. If you fail one deadline or have to scrap something you've worked on it easily piles on top of everything else like deadlines or failed side-projects you want to implement. Since I don't publish my stories, except for short erotic novels, I can't begin to understand how much pressure a project with so many followers and revenue will put on you but as a writer I would try to focus on the writing or getting inspiration to do so (like I mentioned above), while letting the rest of the team deal with the technical issues. Maybe that'll help the progress :)
 
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Power Broker

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You're not seeing the big picture.
  • In This Year is an attempt to create a system that lets people who aren't me add content directly into the game.

If I may throw in my two cents: You are not the first who tries this, it never worked. There are choose-your-own-adventure sites out there that let people create stories and storylines in collaboration, but they never are as good as it might sound. This approach runs into several problems:

  • different authors have different writing styles, there's nothing wrong with it, but it reduces the quality of the story. It's like listening to music and then all of a sudden, you hear another song, and ten seconds later another one. They can be beautiful by themselves, but don't work together as one.

  • different authors have different ideas about characters, story arcs and background. Again, nothing wrong with it, but again, it contradicts each other: if you have one adventure where your spy is a shy, reluctant person and in the next episode she is bossy and arrogant, that doesn't work. And it's not only about these big things: even if people agree that she is "shy", she would still behave differently for different authors. Also, story arcs, pace and all these things are very individual: you will have one author who jumps right into a sex scene and another one who talks about the flowers on the table for half an eternity. You will have those who let her to experience ugly dicks who rape her right away and those who start with some mild seduction.

  • No other author will be as much invested in the story as you. Usually (at least what happened in those cyoa-stories), the majority of authors who contribute just wanted to get their favourite scene in the story, so they wrote it, put some (fake-)choices in it and left it there. Again, there are problems with quality, consistency, with consequences (She was raped in adventure A, but it doesn't affect her because... A was included later... or all the other authors don't care about A and just base their adventure on the main plotline hero), and with sequels (usually nobody wants to write a continuation to adventure A).
    The only author who can write the story and make the game you imagined is you.
I'm not a professional author, but even in these times when everybody can talk with everyone and the internet connects us all, novels are still written by single people, sometimes a novel has two authors (who usually know each other very well and know they are compatible), but even that is uncommon and collective writing is not a thing at all.

You shouldn't put too much faith in it, and not too much resources either.
 

Tallyhoe

Member
Feb 21, 2019
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You're not seeing the big picture.
  • In This Year is an attempt to create a system that lets people who aren't me add content directly into the game. We deliberately picked something small to start with, but if we can make it work, we can adapt it to bigger things.

    If we can make In This Year work, then we could in the future allow team members and the community to add it into the game (perhaps with me acting more like an editor?). The whole thing is an attempt to add content faster.
So...Newlife 2.0 it is, then?
 

elliet93

Newbie
Jun 5, 2017
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3. I need a better Sex Engine to achieve my vision of Bangkok.
I get it, and I appreciate your active discourse on the game. And I do believe you. I don't believe you're out here just milking people for cash for a game you're not personally invested in. (I realize that's a low bar trust-wise.) But I'm not sure your third option is actually all that far off from my first ("...The envisioning of a plan may have taken the place of an actual plan when this project got off the ground"). There's a theoretical difference, sure, but from my time as a patron, I can't say I've seen a practical one. I mean...when was the last time you released an update with a substantive, plot-oriented, non-tweak-to-what-already-existed element? You could argue the sex scene (of which you were the loudest critic), but it still wasn't integrated in the game and only elaborated on a sex scene we already had (albeit in less enticing form). But for something truly new, it's been a hot minute, to say the least.

You're most certainly welcome to approach your game and releases thereof however you see fit, of course. It's your game. But suntans and standalone sex scenes just don't constitute a good ROI, in my opinion. With...well, just more, this could very well be my favorite game of this sort and one I would be happy to support. It's a genuinely fun female protagonist (way too few of those out there, even with the rise of overall volume of female PCs), consistently good writing, engaging plot possibilities, a unique "engine" that actually feels integrative in a way, a bit of good artwork that doesn't rely on the same-old-same-old or hackneyed gifs, etc. I have a lot of praise for the game as is. But...those things have all been there, with little new added, for quite some time.

Maybe this is a critique of me more than you, maybe I'm just impatient. But I really do think there's something not quite going right here, a bad trend, something. Here's hoping I'm wrong. Sooner rather than later. ;)
 

junkanon

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Aug 13, 2016
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But that's why he said he'd be the editor. Stuff will be written by the community, but vetoed by Crush and his team and then he'd edit it so it fits the whole tone of the game. Also, In This Year is such a tiny thing to be used as a test that even if it's not that good, it doesn't matter.

Looking to complex content, there are people in Discord who described great scenes or suggested great alterations in existing scenes, so even if a scene isn't written optimally, Crush could use part of it or build on top of it.

I understand being concerned, but Crush has been always very clear with every step of this game and he's trying to speed up the development. His rework of sex scenes makes sense because the sex scenes were the weaker parts of the sex game. In Bangkok I assume sex scenes would take a bigger role than the rest of the story, so it makes sense to get it right before trying that.

Also, a rework on the fetishes makes sense because it felt kinda restrictive when Kate was an exhibitionist, for example. The options to wear slutty clothing only appeared if you were hypnotized, for one. Remaking them NOW, before the game branches and becomes kind of sandboxed is actually more efficient (if done for the last time).

(So I hope Crush manages to finish this sprint, learn from it, rework the other scenes and then finally take us to Bangkok)
 
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What is it you mean by that? How do you think sex scenes should play out in the game?
I'm not sure if you're asking for my personal opinion on what I'd like to see. I'll say it beforehand: what matters is actually what you want to create (yes, despite all my criticism, I want to see the game succeed).

Personally, if you want to take my opinion: The previous sex engine was functional but would certainly get tiresome after a while. The current (that is, the test that got released a couple of weeks ago) is an improvement in some aspects but a huge stepback in others, specifically:

- Overall, as a player, it feels like you don't really have much control of the scene.
- Related to the previous point, I feel like the game isn't nearly transparent enough.

I played the test a few times; sure thing, each one was somewhat different, but at the same time, every time it felt like I was getting thrown some random passages from who knows where.
I think those are legitimate criticisms, now, for things that I would personally like to see (but I don't even think they're a great idea or for everyone!)

- Since the main mission (let's be hopeful and say it does happen eventually) involves the agent being a prostitute, there should be some stats tracked about her "performance", which translate to every sex scene. Specifically (you can call them however you want), "lust" (how much the agent is into it. On a simplified way, a multiplier to get closer (or further away!) from orgasm), and "fatigue" (on a very simplified way, if it reaches 0, the agent stops sex, if physically possible). This could lead to interesting gameplay situations where the agent might straight up fail at her job, angering customers, or having to prepare (trying to force foreplay) if you want to succeed.

I think these two are sort of already in the new sex engine? But even if they're there, the game isn't transparent enough about it.

On that system you can easily expand to stuff like specific kinks, or even sexual preferences.
Again, I don't even think this is a "great" idea, and it's basically what I would like to see but you asked me what I liked :)

Money, avatar clothes and mission-specific equipment will be in the game.
Good to know, that's already more than we knew before. We still don't have any idea on how they affect the game but it's a step forwards.

Resources are pretty easy. We have objects and flags that we can use to keep track of which resources the PC has. You can actually see an example of this in the game, on the Dubai date and in the wet t-shirt contest; when the PC gets dressed again after each scene, you'll notice that she gets dressed in whatever clothes she wore to the scene. The game is intelligent enough to restore the specific clothing items that were in her possession at the start of the scene.
Again, that's a good sign. What I'm trying to say is that once you get out of that specific example, especially if you want to extend it to any situation, things tend to break. There are quite a few open world sex games that are a complete mess down the hood and leads to very annoying bugs and slowed development.

As to whether or not it's a good addition; my feeling is that's something best decided by the community? That's why I'm revising the sex engine prototype based on community feedback, instead of just plowing on with my first draft. My idea is that we get the sex scenes right, then we start building them in.
Surely the core of the game isn't going to be sex scene after sex scene? At least that's not what I got from the patreon and what's already in there. That's why I'm saying; sure, the sex engine is important, but that will power what, 50,60% of the game? That's another 50% that requires designing (let alone actually writing and coding it). And that 50% works without the sex engine, but we haven't seen any of that.

Could you go into a bit more detail here? We have basic systems in place to handle all of these things (e.g. side quests: the casino scene in the first Scottish nightclub is a working side quest), but I don't get the overall point you're driving at.
What I'm trying to say is that, if the game hasn't made much story/content progress in about a year because of tweaking of "already existing systems" (the sex engine was a working system until it wasn't, just like most systems. It happens all the time, no worries), once your team gets into the meat of the game, more issues will appear, and content will arguably slow down even further.
 

Power Broker

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Jan 9, 2018
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But that's why he said he'd be the editor. Stuff will be written by the community, but vetoed by Crush and his team and then he'd edit it so it fits the whole tone of the game.
If you edit only a bit, you run into the same problems I described. If you edit heavily, it's like writing the scene by yourself.

You can't avoid these contraditions. If you invest time in writing a framework for others to participate and you want to avoid the issues I mentioned by being an editor, you have just wasted your time because eventually, you have to rewrite every scene in your own words. For getting ideas from the community and writing a scene, you don't need the framework, it's something every writer can already do and does nowadays.
 
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