He's talking about how GL was essentially ELO abandoned by the original developers and then made into a group project. Different contributors created vignettes and integrated it into the game over the years, which kept (keeps?) the project alive and actively progressing. It's kind of more of a simulation than a directed story.Could you tell us the name of the Girl Life fan game you refer to? Loved that game and I've been searching for more games similar to it
I expect I'd retire long before this completes, but the underlying system and even most of the artwork done for FA has been well done. Every update seemed to be a bit of circling around character creation, and then wanting to make a lot of branches from that, instead of pushing through with a central narrative. The roleplaying system from 1.14 seemed really well done. It was simply about making all the mission vignettes and then agency connective tissue. I kind of get it, Twine seems like it's a bit too confining for the story it wants to convey.
I'd say the story should be aiming for 4 basic endings on two axis; pure vs slut and win vs lose. Two major antagonists that recur through missions. A psychologist that largely drives the pure vs slut in post mission analysis, and the residuals of how the agent's colleagues see her. Then the last being some Dr. Evil character that throws tough tests at the character.