- Mar 1, 2018
- 12
- 20
I was kinda expecting this response, but it's still disappointing. Since you've set up the story around a sex deprived populous, with sex robots, where you can get raped in literally every encounter, I'm going to assume you're lowballing that number and the percentage of erotic text is much higher. If the text isn't during a sex scene, set-up for a later potential sexual encounter, or otherwise intended to make me wet (erotic worldbuilding included) then it's probably wasting my time.Of the text in the game, probably less than 2% is of a sexual nature. Shows with sexual content that are localized into other languages, like Orange is the New Black and Game of Thrones, I would estimate have a similar amount of sexual content in their scripts/events as our game does.
Yeah, multiple endings is a selling point, but how many games have more than a few endings? Catherine is a similar idea to yours. Story interspersed through gameplay. "Your decisions matter". Only had three endings. That might seem a little disappointing but I also don't think the game would be much better if it had 80. It's the kind of game people will play through multiple times, but most people won't.And really, it's also been a selling point in almost any game that has it for most of gaming history. Star Ocean 2 had 80+ plus endings, and featured that statistic prominently on advertisements for the game; in modern days, the Stanley Parable is literally just a "multiple endings" simulator and people chart out all the crazy things you have to do to access the most obscure endings.
Both games were commercial successes.
If a game has multiple endings, the player gets more freedom of choice; they can get one ending and call it quits, or they can go for multiple endings. Having only one ending means they only get that one ending, and that's it.
More choices / ways for the player to engage with the game / play it, is a good thing in most people's books.
I haven't played Star Ocean 2, but it seems "endings" are short scenes and you get multiple on a single playthrough. Advertising it as 80+ endings is a way to try to sound impressive. Advertisers love big numbers, they think they sound cool. Like when devs brag about their 100+ hour games (of daunting filler), or rather than X number of powerups you can mix-and-match, why not say X³ combinations of powerups!?
Each story in Stanley Parable takes between like one and ten minutes. This game is not the same. Stanley Parable works because it is all about choice, and it would not be as popular if each ending required the same core four hours of gameplay. The game only lasts like four hours total.
I bought the game on the promise of competent gameplay and sexy sex scenes. Multiple endings and choices mattering is not a bad thing, I think you've just taken it to the extreme in planning and not been reined in. For where the game is, I think this project has actually been managed well. Progress on some fronts has seemed slow, but you've almost always been able to show progress towards clear goals. But I also think you've spent more money and time on this game than the value returned.
All of this is to say, I am sure I will not be disappointed in the time and money I spend on this game. I don't quite understand the patrons that have been bankrolling you all these years but I hope they're satisfied too. But I expect your next big project (EE or whatever) will be in another ten years so you won't be seeing much more money or interest from me. I'm at least hoping the Faye game doesn't take five years.
"(In the full game however, [Easy Mode] will block access to the true final ending.)"I'm not sure what you mean about this; why do you think story is locked behind difficulty selection? There's only normal and easy mode, and playing either one doesn't lock you out of anything story-wise.
I'd think that because you thought that. I'd assume this was a very early development idea, but I've not seen you recant the statement, and someone brought it up recently and you didn't correct them.