I know, in-game her name never appears, but I did remember reading about her being Bea or Beatrice like you said somewhere. Thanks for clarifying!Beatrice, in the script (or so Neon tells us), but it's not shared in the game at any point.
Fucking dairy farmers! First It's Friday, then it's "by the end of the month", and when December comes it's going to be "before Christmas" and then it's going to be "next year" and so on and so on.My plan, such as it is, is to have Season 1 released by month's end, alongside the Alpha for the new chapter. That's feeling very achievable right now.
Oh ok, my bad. I'm behind on the update then. Personally, I think the drugged scene should require darkminded variable and/or dark points; those seem to be the most relevant variables, not necessarily Ashe's dark route specifically, imo. I think it's a fun and logical way for someone on the friend, corruption, or even romance route to get on her dark route. Maybe that's how it is in the code? But yeah, it doesn't make any sense, from a story/character perspective, to play a nice, normal person that is also capable of initiating that scene.The latest version does have Ashe's date. It ends right after the mini-story about Nicki's ex (Brent?). Basically, Guy's story so far ends the morning after her date. Some really good new dark stuff in her date - stuff that got left out in the rush to finish it last time. But one thing to make sure we are all clear on here - drugging her, even if you don't do anything, IS on the rape path, period. Using knock out drugs on someone without consent is absolutely the same level of violation, even if you don't stick your dick in her. It absolutely makes sense that it would be locked away on the violent rapist path.
Yes they are. That's the easiest way to predict someone's behavior in the future, to look at how they've behaved in the past. And when it comes to moral issues, it comes down to a few things I'd say: a person's psychology, which includes their personality, their sexuality, their moral convictions, and so on; and their environment and how it interacts with their psychology or even changes it (over time).Considering people in reality are not locked to certain behaviors simply because that's how they behaved in the past, i can't really see how it would reduce plausibility (or writing quality) if you are able to act like a real person.
If you believe your MC wouldn't behave in some manner, you can simply not take that option. Someone who does is likely to do it because to them, in their own playthrough, that choice makes sense and doesn't weaken plausibility nor the writing.
You can predict their likely behavior but they are not locked in that behavior. People can surprise you by acting in a manner you did not expect, because something has influenced them in a way causing them to act in a way they usually don't.Yes they are. That's the easiest way to predict someone's behavior in the future, to look at how they've behaved in the past.
Someone who is morally and sexually disgusted by rape can very well do it out of sudden to a person who drives them to the point where they think such sort of disgusting act is warranted as "punishment" or whathaveyou. E.g. do you think people who rape pedophiles in prison are actually thinking that rape is okay in general? Or they can have a more nuanced view on this issue, and think that it's okay to rape some people but not others. Consider how people who generally think murder is wrong can, in certain situations, murder someone without compromising their views on the act itself.So, someone who's morally & sexually disgusted by the idea of rape... get this... isn't going to rape someone tomorrow.![]()
I entirely agree.Yes they are. That's the easiest way to predict someone's behavior in the future, to look at how they've behaved in the past. And when it comes to moral issues, it comes down to a few things I'd say: a person's psychology, which includes their personality, their sexuality, their moral convictions, and so on; and their environment and how it interacts with their psychology or even changes it (over time).
So, someone who's morally & sexually disgusted by the idea of rape... get this... isn't going to rape someone tomorrow.Whereas someone who has neither of those guardrails, well.. they're not guaranteed to act on it, but obviously the likelihood of them partaking is much higher.
And yeah, that first psychological example can obviously change; 20 years? 10 years? Sure. It's possible. But in a single moment? Of course not. That's just ridiculous.
So, I think this game does a good job of reflecting that. There's the darkminded variable and dark points; darkminded is enabled early on (Nicki and brazil girl), maybe later too I'm not sure, and that represents how your MC thinks and hence what they're capable of. Dark points are a useful scale to catch everything gray in between, but also the MC changing over time. If the author plans on a slowburn route towards darkmindedness and the dark route, or in the opposite direction from the dark route, this is a great way to do that as well.
The main thing to me is the timescale. As PHIL said, change can happen but with time for said change to happen, not overnight.You can predict their likely behavior but they are not locked in that behavior. People can surprise you by acting in a manner you did not expect, because something has influenced them in a way causing them to act in a way they usually don't.
Hell, the very concept of "character growth" which is the most basic block of storytelling is that someone changes their ways and behaves in a way they didn't before, due to their fresh experiences.
That is the difference between freedom of action and being limited by external force.
Someone who is morally and sexually disgusted by rape can very well do it out of sudden to a person who drives them to the point where they think such sort of disgusting act is warranted as "punishment" or whathaveyou. E.g. do you think people who rape pedophiles in prison are actually thinking that rape is okay in general? Or they can have a more nuanced view on this issue, and think that it's okay to rape some people but not others. Consider how people who generally think murder is wrong can, in certain situations, murder someone without compromising their views on the act itself.
This all boils down to individual players having different takes on personality of their MC. Just because theirs and yours are different doesn't mean theirs is wrong, or that it shouldn't be accommodated if it's not too much of a hassle.
Like in the examples i gave, it very much can happen overnight, depending on circumstances. A sworn pacifist can still kill if they're convinced the situation warrants it. On the opposite side of the spectrum, a rapist can choose not to rape. In a way it's kind of funny that people aren't objecting as earnestly that the dark side MC isn't really locked down on that path and can take good options, as if suddenly the "people act the way they did in the past until they had 10-20 years to change their mind" ceases to matter so much.The main thing to me is the timescale. As PHIL said, change can happen but with time for said change to happen, not overnight.
And yes people can react in unpredictable ways but usually not at the extreme opposit of what they are normally.
Other people can surprise you because you didn't know something about them. How often do you surprise yourself, though? In the way you behave I mean, given your values and what not? Ever? I never do.. now, if you asked my past self from 5, 10, 20 years ago, then sure... past me might be surprised. Change creeps up on you, it doesn't really happen in a single moment.You can predict their likely behavior but they are not locked in that behavior. People can surprise you by acting in a manner you did not expect, because something has influenced them in a way causing them to act in a way they usually don't.
Hell, the very concept of "character growth" which is the most basic block of storytelling is that someone changes their ways and behaves in a way they didn't before, due to their fresh experiences.
That is the difference between freedom of action and being limited by external force.
Someone who is morally and sexually disgusted by rape can very well do it out of sudden to a person who drives them to the point where they think such sort of disgusting act is warranted as "punishment" or whathaveyou. E.g. do you think people who rape pedophiles in prison are actually thinking that rape is okay in general? Or they can have a more nuanced view on this issue, and think that it's okay to rape some people but not others. Consider how people who generally think murder is wrong can, in certain situations, murder someone without compromising their views on the act itself.
This all boils down to individual players having different takes on personality of their MC. Just because theirs and yours are different doesn't mean theirs is wrong, or that it shouldn't be accommodated if it's not too much of a hassle.
Then the game shouldn't have choices, and the developer should simply stick to a kinetic novel, writing the MC as s/he sees fit. If we're given choices, those choices should extend throughout the game, not lock us into a path in the first ~30% of it.Even if it's hypothetically possible for a MC to do something in a given situation, that doesn't mean the author thinks the MC he's written would do it.
But that does not change the fact that they can act in ways which are contrary to how you expected them to act, and that their behavior is neither guaranteed to be always along the lines of how they've acted in the past, nor is it limited to only changing after 10-20 years of self-reflection. "Because you didn't know something about them" is rather empty statement here, because you never know someone in 100%Other people can surprise you because you didn't know something about them.
Quite often in fact, because i make my decisions based on the situation at hand, not on how i dealt with something similar in the past. That's because situations are rarely so identical than my previous decisions would be relevant or apply. Just because i've been nice to someone who cut in line in front of me does not guarantee i won't tell another person who tries it some weeks or months later to fuck off with their bullshit. And it's not because i've had months if not years of self-reflection how to handle people who cut the lines, but because it's different person, different day, different mood, circumstances, etc and so on.How often do you surprise yourself, though?
It can be a crime of passion, it can be self-defense, it can be out of trying to stick up for someone, whatever. This is part of the point, in fact: circumstances shape people's behavior just as much if not more as what people think are their core beliefs, or how they've acted in regard to something before. Thus, the whole concept of being somehow long-term locked into single mode of behavior is to me far more ridiculous statements than these examples.I think your examples are pretty ridiculous, personally. But the murder one, i.e. crime of passion, maybe? But not really?
And what i'm saying is that developer should not presume such things about their players. Because whether the actions of the character are internally consistent for the player's character and what they do is jarring is something the player decides in their own head, as the only person with the full knowledge of what kind of character they are playing.Point is, we're in Guy's head, and the developer evidently cares about internally consistent characters that behave in plausible ways. So, if you go out of your way to tell the game that you're not sadistic or psychopathic (darkminded), then the dev assumes a certain character going forward, and it stays within those bounds because anything else is jarring from a story perspective.
Can you actually, if you don't do it right from the beginning of the story? Do you get enough opportunities to gather dark points for Guy to "grow" from a decent person short after Nicki leaves, to a cynical rapist flaunting and abusing his power by the current end of the game? Or is he effectively blocked from it, because the game doesn't last 10-20 years that supposedly would take someone to get a taste of power and change their morals etc?You can still grow your character into darker actions, through darkpoints (or the other way, too, I think). So, there's your character growth.
oh, word?Then the game shouldn't have choices, and the developer should simply stick to a kinetic novel, writing the MC as s/he sees fit.
Not to mention, shutting up all the milking complainers with sped up development.oh, word?
that’ll make my life much easier, thanks!
Again, drugging is not manipulation, it is rape. Period. It is an absolute violation of a person's ability to consent, and is no different from the violence Guy used on Ashe in the alleyway. There is nothing remotely gray path about a roofie.From a manipulator's perspective (grey or dark path), "different challenges require different solutions". To get each LI to bend the knee and put out, they may require fake love, or monetary coercion, or drugging, etc. Equally, manipulators sometimes DO want their LI to love them, even if it isn't reciprocated.