sabadongelov
Member
- Aug 21, 2018
- 354
- 902
Yes, this is my personal preference and belief, evidenced by the beginning of the sentence you elected to cut when quoting me: "I am suggesting that all, or at the very least most". Also evidenced by the sentence at the end of the post you are replying to where I wrote "Yeah, of course it is my opinion and not some objective truth". I have never claimed it to be some sort of "rule".This is your personal preference, not a rule for developer to abide by.
Funny how you can be so cocksure in your language, when you are so sensitive to mine not being completely riddled with "in my humble and worthless opinion"...This is wrong.
I never said "double". I said almost. And yeah, a story containing 10000 words and 1000 images will take roughly twice the amount of time to develop compared to a story containing 6000 words and 600 images. That is simple math.Developing side-paths or alternative paths do not automatically result in doubling development time, especially if those paths were already pre-planned.
Preplanning can be done for any type of game, it doesn't magically make games with completely different branches go much faster than games without.
If creating completely different paths did not affect development time, this would not be the case.You might wait a bit longer for your preferrential path to continue.
So?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.
I can enjoy a game even if I don't agree with every design decision made by the dev.
There you go, being cocksure again.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.
Doing something different would mean that it would be different, yes, obviously.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.
No, this is not what I am saying. For being so cocksure, you sure get me wrong again and again.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.
Yes, again, obviously, and I never claimed differently. As I pointed out above, I am not saying that completely branching paths will be exactly double the work load of of just slightly branching paths. How much of a difference in workload depends, of course, on how much branching there is. The more branching, the more work. Again, simple math.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.
No, it doesn't. Most games solves this by stacking scenes on top of each other. By doing it that way, the player can opt out of a scene/LI without having to change the story drastically. Since very few games account for every second of the MCs life, it is not a difficult problem to solve, if you want to solve it.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.
Most erotic games work more or less the way I describe. Having more or less completely different paths is rare.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.
No, it isn't, as I at multiple occasions put in words to the effect that this is my opinion (want, prefer, my nitpicking). Also, it kind of goes without saying that anyone writing here is stating their opinion and not some objective truth. Except for you I guess, when you write something on this porn foru, it is the object truth, no?Your 'constructive critism' consist of statements presented as absolute objective truth.
I most certainly didn't. The post you are quoting is my second reply to Zeekl and it comes as a retort to him claiming I have "such a problem with the devs approach" which I found kind of ironic since I in the first post Zeekl replied to clearly stated that my criticism is "nitpickings" and that I enjoy the game. If your reaction to minor criticism from someone who says he likes the game is "why do you hate the game so much!?!?", you might be very sensitive to criticism of said game, ie fanboy stage where no criticism is allowed. A stage many good or half way good games get to sooner or later. People are sensitive about their porn, I guess.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.
I think I have been rather clear about what I mean and "modular setup" is 100 percent your description, not mine. Also, I don't think it would matter any how I would describe it, I think you would react exactly the same way.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, Millie's location and other cast members of how it is currently implemented vs what you would have liked. This should be evidence enough.
Dude, you make a flowchart if that is something you think is fun to do, I have enough of that kind of shit at work. As I pointed out above, you don't have to make a story where you account for every second of the MCs time, whereby there isn't a problem if choice A (for example, I want futa on futa) leads to more scenes in a particular day in the game than choice B (for example, I don't want futa on futa).
Actually, I think I might end it here, I'm guessing this will only get more and more inflammed and angry and I don't see it serving any purpose.