Devs What Happened to this game used to be choice based now I forced into a Narrative I don't want why would you take control away from the player when you never did that before what changed you had a great story and fffffffffddddd it up with this new update and also force the Aunt to catch us come on now this is utter garbage and you know it why would they be trying to get intimate knowing Aunt can walk in anytime and why would they do that right in the living room when theres 2 rooms and a bathroom wouldn't happen and you guys just didn't want to write nothing else and kill the series with this low grade ending
I’ve responded to similar questions a couple of time, but I guess I’ll take my time to respond to this one as well.
I do understand that as a player, you see the structure of the game differently than as a developer. Thus you question certain decisions made by the devs themselves.
Let’s keep things simple and say that we have 100 renders that we can render and 10 000 words that we can write each month. Let’s say that we added a option for the aunt NOT to catch you. Then that decision alone cuts the content for the route down by 50%. And that’s only a single decision. So now we have 2 separate narrative branches. Let’s say that we add in another decision. That’s another 50% split and 4 branches (or 2, with flags). Either way, it’s mostly the same results.
So with this, playing through a update of this size will give you only 25% of the content to digest. Let’s say a play through regularly took 10 minutes, but now it’s cut down to 2 and a half minute. You will most likely be left pretty disappointed by having played such a short update.
Now you could argue that the content is still the same in amount, you just have to go back and make another decision. While that is true, each decision has less content overall and also from what it sounds like you would never make a decision where the aunt catches you to begin with. Thus you would be missing out on that heap of content.
Also this game was never really that heavy on decisions to begin with. If you replay the game and make all decisions differently, you will still be led down the same paths, with some minor different scenes and dialogue.
What most people fail to realize when doing a narrative driven game, is that you have to be very careful with continuity. For instance, let’s say that we don’t cut down any content when branching the story. So if you don’t get caught by the aunt, you simply skip her content. You might want that instead, since you don’t care for her. We would still need to make a branch with newly written dialogue and probably scenes as well. Since that branch can never reference the fact that she caught you. And that fact has to carry on throughout the entirety of the story. Meaning that branch can never converge with the “main” branch for the entire game unless we want to break continuity.