4.80 star(s) 48 Votes

netcov

Member
Dec 22, 2018
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LIs should be up for grabs regardless of which route you choose. And that much of the main story should be the same regardless of route, to not get stuck in developmental hell.
This is your personal preference, not a rule for developer to abide by. There are good games where you have to choose between the LIs, there are games where you get all LIs and there are games where you can choose which LIs you want.

having, for instance, three completely separate paths means almost three times as much time and resources will be required from the dev to advance the game compared to a game where paths are just variations of the same core story (for instance on how to approach LIs).
This is wrong. Developing side-paths or alternative paths do not automatically result in doubling development time, especially if those paths were already pre-planned. You might wait a bit longer for your preferrential path to continue.
If you don't like the branching and the consequence of a different cast, then scarlet's vision of this game and your preference do not match.

Having some dialogue and sex scenes vary somewhat is a lot less effort than constructing what is essentially two or three different games at the same time. There is also nothing special with this game in regards to character interaction. My suggestion would likely decrease work load rather than increase it.
In a game like this where characters are starting to interact so much, trying to write selective love interests and their own dialogue based on relationship would be a nightmare for the Dev. Especially in a game that tries to give consequences to choices.
I'm just going to chime in my two cents and put it bluntly: Zeekl is in case for this particular game simply right about having two separate branches being less workload than modular LI system in this game format.

Now let me explain why Zeekl is right: The story itself develops vastly different depending on how Millie decides and the social dynamics between the cast is therefore different. Having your way of designing the game would simply result in a different game than the current Futa's World of NTR.
Basically what your are saying is: every dialogue currently in the game should be strung together, with this there would be no increase or decrease in workload in comparison to branching with the different paths. But the strung together dialogue needs to account for different choices made, so this on the other hand would increase in workload as different dialogue lines and multiple choice checks would need to be done to reflect the player's choice properly. But then again, Millie being at different locations depending on the path means the developments between the character needs to take place at another place, depending whether it happened or not the narrative design grows exponentially. So again this is an increase of workload.

Just replay the game and see Millie being at different locations for each path. So basically your preference of 'having every LI for grabs' means Scarlet needs to design the narrative in a way that whatever route the player wants Millie to go, she will at least have enough screentime with every LI to at least engage up to the point of getting down to fuck.

Again: Zeekl is absolutely right in case of this game. If you take other games for example: V.I.R.T.U.E.S. the intertwined modular approach works fine, but this is also only the case because the game design is set up to accommodate this kind of player experience.

And I'll be fair and ask, are we getting to the fanboy stage where no constructive criticism at all is allowed, only fawning praise?
Your 'constructive critism' consist of statements presented as absolute objective truth. As soon as Zeekl went ahead stating he does not share your opinion you try to paint him as some internet villain, forbidding you of sharing your opinion. The best thing about this discussion is you don't even bother to describe how this modular setup would have looked like, so we could at least have a chance of be convinced. Maybe you have thought of a narrative design where your idea of the modular setup would have worked and enrich the game, but we simply haven't thought of it in that way.

And if you do not believe me, simply make a flow chart depicting time, millies location and other cast members of how it is currently implemented vs what you would have liked. This should be evidence enough.
 
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4.80 star(s) 48 Votes