Decent Guy

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May 24, 2018
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It's an interesting point but I think it risks too many spoilers perhaps. I don't want the player to know what's coming up where possible. Instead to encourage exploration I have hidden content. I dunno many games that have as hidden extras entire porn comics or 100 render scenes :)
Thanks for the considerate reply. I want to make it clear that I completely respect your creative control. In so far as I am going to disagree with your above comments it is not borne out of my adamancy that an acheivement system would be better, but more that I think you are dismissing it for reasons I believe incorrect. For instance, if you were dismissing it because you lack confidence in the idea, or because it is extra workload I wouldn't challenge at all. Anywho, on to my disagreement.

On the first point, I don't think it is true to say that acheivements actually create any greater liklihood of spoilers than the system you currently have. An acheivement does not have to be prescriptive or transparent. A cryptic or hidden acheivement system would simply signal to people that there is more in the game to encounter without being particularly obvious about what content it is they are missing.

To demonstrate this point, let us compare how a current Becca comment looks, and what impact it has, to an imagined cryptic acheivement

C1 - You didn't attempt to blackmail Sarah
A1 - To tame the Lion (or a much better cryptic name of your creation)
A2 - To tame the Lion - attempt to blackmail Sarah

If you compare the possibility of spoilers of comment 1 to one of the acheivment options I don't see how the liklihood of being spoiled goes up, unless you allow the player to do so. If we say in this case, that discovering that one can take a harsh blackmail approach with Sarah would be a spoiler in of itself then of course, in the latter acheivements case, this would become a problem, but with a cryptic name, the former would not be. Moreover, at the point where your immersion is broken to chat with Becca, tthe spoiler is now guranteed by a Becca comment and may (to some folks) now leave a negative feeling of having missed an oppurtunity, or some information.

In the case of things like, finding the magazine, or watching the 'news' report. I again don't really see how a cryptic acheivement is particularly more of a spoiler than having Becca assertively tell the player, "you did not find" them. Perhaps if a player can decrypt your comment there is now an oppurtunity for exploration premptively in a chapter rather than only on their next playthrough of a chapter, but then, isn't this a better outcome. Having a player playthrough with an inflated desire to explore due to them decrypting acheivements is probably a better experience than having them reload saves serially unitll they find everything? (OFC not every player is going to comb through the game, but I am imagining the experience of those who do).

In terms of hidden content encouraging exploration, I think that where said content is listed as not being found by Becca, I think though you are encouraging exploration, you are doing it via a negative feeling rather than a positive one, and, not neccesarily encouraging exploration that is enjoyable because instead of a player finding the experience of discovering information inherently rewarding, they now may find discoveries tedious or time consuming (say a cooking device) because they aren't the listed item they are missing (say a magazine). None of this means that acheivements would be a better way to encourage exploration, I just think that it is important to ask, do the Becca comments where they are used encourage the right sort of exploration?

Your writing is compelling, and the story impetus for exploration clear. I see these things as very effective ways to encourage exploration in those suffciently immersed. However, not everyone will play like that and in so far as they do not, I think they are missing out on experiencing a better story. So the question of how to motivate people to play the game in a likely more rewarding way for said players rests on my mind. Again, despite my apperent motivation to advertise acheivements, I feel less strongly about how good they would be, then about asking whether the current system to inform players of content is a best fit.

Hopefully none of this comes of as too creatively intrusive; I am hoping that in speaking about a information delivery system rather than creative (though those scenes are characterful) decisions I am stepping on fewer toes.



Oh, and on the MC being smart bit, I was actually refering to Sarah's expert knowledge, of volcanism, though she has always been a character slightly beyond my suspension of disbelief so *shrugs*, she's your baby.
 

Akamari

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May 28, 2017
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Regarding achievements, I think they absolutely should be a thing in a potential Steam release (which would mean using an established infrastructure, so should be easy enough to implement). I personally don't give a damn about them, but I know that many people do.

Beyond that, I think the current in-game system works well to encourage replayability and anything further isn't needed.
 

PBS666

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Feb 19, 2019
2,803
2,686
Hi. I just finished playing chapter 3, and saw in the aftermath that I didn't agree to go the mine. Which is curious, because I certainly did (after some "persuasion" from Trisha). Will this cause trouble later on ?
Great game btw.
 

NeimadFR

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Donor
Jul 1, 2017
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Hi. I just finished playing chapter 3, and saw in the aftermath that I didn't agree to go the mine. Which is curious, because I certainly did (after some "persuasion" from Trisha). Will this cause trouble later on ?
Great game btw.
It's one of the known bugs, it should be resolved by a patch soon. Not knowing if it's the progress report that fail to read the flag or that the flag doesn't get set after Trisha's "persuasion", I'm not sure if you'd have to replay that scene to set it, personnaly I'd keep a save at that point just in case.
 

Akamari

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May 28, 2017
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Hi. I just finished playing chapter 3, and saw in the aftermath that I didn't agree to go the mine. Which is curious, because I certainly did (after some "persuasion" from Trisha). Will this cause trouble later on ?
Great game btw.
Hi, yes, this is a known error that will be fixed in an upcoming patch by the end of the week. Unfortunately, it might be necessary to replay this part for it to work correctly later. Alternatively, if you go back and agree the first time, you should see correctly that you agreed to go to the mine in the summary.
 

PBS666

Engaged Member
Feb 19, 2019
2,803
2,686
It's one of the known bugs, it should be resolved by a patch soon. Not knowing if it's the progress report that fail to read the flag or that the flag doesn't get set after Trisha's "persuasion", I'm not sure if you'd have to replay that scene to set it, personnaly I'd keep a save at that point just in case.
I see. Thanks for the explanation. I think I'll just wait for the patch and then replay that part. It's near the end of the chapter anyway.
 

PBS666

Engaged Member
Feb 19, 2019
2,803
2,686
Hi, yes, this is a known error that will be fixed in an upcoming patch by the end of the week. Unfortunately, it might be necessary to replay this part for it to work correctly later. Alternatively, if you go back and agree the first time, you should see correctly that you agreed to go to the mine in the summary.
NeimadFR just explained it as well. Thanks.
 
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05841035411

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Jan 10, 2018
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So, I just found the time to play the latest chapter, and thought that I'd give my initial impressions; I've only had time for a single playthrough (Annie-Witch route, for reference) but I'd like to get my thoughts on paper (or electrons, as the case may be) while they're relatively fresh.

First, regarding the new mechanic; I enjoy searching the base with the tools, but I think we could use a few more "mistakes" with it - such as a few more red herrings (assuming that we have any non-herring leads at the moment, of course) that would be pared down as we fixed a few minor issues. For instance - we could find some faulty wiring was responsible for the differences in lighting that was mentioned earlier, and suspect that it was creating a load imbalance that was responsible for the rest of the issues; when it was fixed, it did indeed deal with the lights, but not the deeper issues. Burying the player in false leads probably wouldn't be too fun, but so long as we're fixing actual problems on the base instead of just chasing ghosts, I think the player would probably feel like she's still making progress. Or, well, I would, at least :) .

Second, I really enjoyed seeing the cat in various scenes! And other assorted little background details, actually - I don't know if I mentioned this before, but I appreciated that back in Chapter One, all of the warnings on the screens were actual alerts instead of just Vaguely Alarming Displays. You mentioned at the end of the game that details like that are one reason you chose a more labor-intensive option for your renders, and I think it was a good decision on your part. If you later reconsider, though, I think one option might be to reverse the logic on which scenes to apply the filter; rather than drop it on scenes that do have minor details you want the player to notice, instead choose to employ it on a portion (say, a quarter or so) of scenes that don't have anything going on - such as the scene when the player is walking off-base. Or maybe that would just end up jarring, or make a scene look underdone? Renders aren't something I have any experience with, so maybe it's a stupid idea - I wouldn't have even known it was an option if you hadn't mentioned it in-game.

Third, about the intermissions... I like the little checklist of alternate paths you could have taken, but I'm not sure it's a good idea to leave the older Q&A sessions in there; it kind of makes it feel like you hit the end of the game (since, well, they were back at that point), and most of the questions aren't really that relevant anymore. Maybe they should be moved to an "extras" section instead, and only the latest one kept each release? I think that would be better for pacing.

And now my dubiously valuable feedback is finished, it's time for the part that I really wanted to get to... Idle speculation, and talking about characters!

Regarding the power problem... Hearing that the plant previously had an infestation issue actually makes me think that it might be related to their current woes. I mean, the power surge frying the controls points the excess power as the source (or at least the initial problem in a chain of problems), but having a bunch of alien fish partying in your pipes has to have consequences, right? It'd only take them gumming up a single important system for them to start a cascade of problems that'd be a nightmare to track down...

...Though, how did they get an alien fish problem to begin with, actually? I mean, their filters have to be good enough to keep out the eggs, right? If that kind of thing is passing into the pipes, that's actually pretty alarming - who knows what else gets into the water, and what problems it could cause...

...I'd also say it's kind of alarming that Dr. Jones is keeping a couple of live specimens, but, well, this isn't Aliens. It's probably fine. There's, like, a 75% chance they aren't going to come back in some kind of horrific way later. 66%, tops. There's plenty of other plot threads going on to add danger and drama. At worst, they're somehow going to mess up the pipes again.

That said, someone is definitely setting this base up to fail. Only five people on base, far too few to make any progress; critical support staff lured away with transfers to more attractive positions; massive oversupply to drive up costs with unnecessarily extravagant infrastructure, but shorted on the parts to keep it maintained... Walker might be single-handedly keeping this base open to study the natives, but someone of equal influence is obviously trying to sabotage it.

And speaking of Walker, assuming for the sake of argument that she wasn't tipped off ahead of time (which seems like the most likely option to me, honestly; we know she has connections), my money is on Sarah being the one who talked. Chris seems skeptical of base to begin with, and doesn't seem like the type to put on act (though she is a Captain who seems to get away with an awful lot of unprofessional behavior - so I can't rule her out entirely); Annie doesn't seem like she'd get along with someone of Walker's temperament (though maybe she deals better with scientists than officers), and would have had to be actively trying to deceive you at multiple points; Sarah, on the other hand, seems like she might let something slip as either a careless mistake, or in hopes of ingratiating herself to someone with a great deal of influence on this mission.

And speaking more of Walker... That freezer in the warehouse... ...It totally has a cut-up dead Orphion in it, doesn't it. Well, joking aside, probably not - that'd be a horrible way to store valuable specimens. But is it really Walker's? I mean, Dr Jones said so, but he's the other suspect, and he made sure to say it in a way that discourages you from asking Walker about it. Granted, this doesn't sound like the kind of lie he'd use, but... ...Well, okay, there's no further "but". It'd be stupid to lie about something that trivial when he could just tell you to ignore it for the next five days. Something about this still bugs me, though, just like the loading bay doors.

Hm. I think that's all of the plot points on my mind, but I feel like I'm forgetting something... Ah, well, on to the characters! Leaving out the main characters who I haven't spent time with, for now.

Annie: We didn't see much more of her this chapter, which makes sense between her hangover, her having to fix the ship, and the player having to fix the base. It's kind of disappointing that she declined to have more drinks, though; didn't calling it a night early signal that we could be trusted as drinking buddies? ...Well, encouraging your chief engineer to drink when she has a drinking problem, and is dealing with a ship with a total mystery problem is probably a bad idea to begin with, honestly. ...Can't we invite her to a nice VR game instead?

Mike: Why didn't you just have him kick a puppy while you're at it. Tearing Gloria apart in front of Sarah like that? Insulting her skill at games? What. A. Dick. And hey, maybe the fact that she goes around half-naked is why the gods favor her! Ever think of that, Mike? And just maybe the fact that she has the support of literal deities is why she can tear apart things twice her size, Mike. Ever think that it's weird that you can cut apart things ten times your size, Mike? No. Because cutting torches are totes stronger than metal. Same with divinely powered weaponry, Mike.

Did you forget to render his facial hair? Because he totally sounds like a neckbeard, but I don't see the neckbeard that he totally has.

Oh, but it's nice that he's sticking with a doomed, dead-end position to help cure asthma. I mean, with as overcrowded and polluted as Earth sounds like in this setting, that would legitimately save thousands of lives, and he's a good guy for making a genuine sacrifice for the greater good.

Still. That guy kicks puppies.

...And why'd he lock the door to the pump room behind him, anyways? That room isn't locked at any other time... And why couldn't we track him down to have the control panel replaced? He had to have been somewhere, right?

Dr. Marcus Jones: ...I don't like him. No, don't get me wrong, he seems like a decent guy, and we'd probably get along fine if we weren't working together, but... He comes across as the kind of guy who thinks he knows best, and insists on everyone else following his lead.

For example, his weirdness about the vitamins and contraception; let's look at the options here.

1. He's just a stickler about procedure, and he is the medical officer. In which case, he's an inflexible stickler for the rules that can't make obvious exceptions, and is probably going to write you all up after this. Benign, but kind of a dick.​
2. With how badly everything is going, he feels like he has to hew to procedure to protect his career, and doesn't feel like he has the leeway to make obvious exceptions. Benign, but he's kind of a dick for not explaining himself.​
3. There's something minor but unusual with these drugs - like, say, he made them with local plants to prove that they're safe. Mostly benign, but he's a dick for browbeating you into this.​
4. That isn't Vitamin D. What is it? Something that you definitely wouldn't take. ...I don't need to explain the issue here, right?​
No matter how you look at it, his behavior here is high-handed at best, weird and inappropriate in the worst (normal) case. And it'd be one thing if it were just his own responsibilities he was like this about - but he can't stay in his own silo, either. Despite the work of two (well, probably two) trained and competent professionals, he still insists that the issue is with the power buses, despite his presumed lack of engineering expertise. Maybe it was meant to be a self-deprecating joke that just landed flat - but if he's like this with everyone, I can see why his marriage seems to have problems. Between this kind of thing, and his general self-centeredness, he'd be insufferable to live with.

I don't wish him ill or anything, because he does seem like a good guy - just one you'd rather not talk to. But at the same time, I don't exactly regret messing with him by proposing that we take the Ensigns out to hunt MEIWs for Walker.

Dr. Trisha Jones: I actually like her, when she's not fighting with her husband. We don't see much of her, but she comes off pretty well, and is one of the only people thus far to notice that this planet seems really weird. It's just a shame she doesn't have the MRI machine that would help her explain it.

I do question why there would be mining on the planet, though; surely, mining asteroids would be easier once you have space flight? I mean, cutting out the need to launch or land spaceships to transport your materials is a huge savings - I can't imagine anything short of revolutionary Unobtanium that could justify the expense of running an operation an a foreign planet. Was that really a mining operation that she was talking about, or was it a cover for something else?

Kelly: ...What happened to her, exactly? That was not a friendly sparring match with Chris, nor an ordinary rivalry between ships. That seemed like a personal grudge - and a deep one, on par with Chris having gotten one of her friends killed. I can see how Chris would be hard to deal with if you didn't like her, but this went way beyond that, at least to my eyes.

Walker: We didn't see much of her yet, but she comes across as the most trustworthy and competent person on the planet so far. I hope to get along well with her. I also wonder what her research is actually about, because I get the impression that Dr Jone's explanation is incomplete at best.

Hm.... I think that's everything I have to say, so far? I'm enjoying the game, and look forward to the next chapter! ...Or, for that matter, replaying the game on a different path. I still have Sarah to blackmail, drinks to share with Chris, and Annie to goad, after all.
 

Nottravis

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Game Developer
Jun 3, 2017
5,132
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So, I just found the time to play the latest chapter, and thought that I'd give my initial impressions; I've only had time for a single playthrough (Annie-Witch route, for reference) but I'd like to get my thoughts on paper (or electrons, as the case may be) while they're relatively fresh.

First, regarding the new mechanic; I enjoy searching the base with the tools, but I think we could use a few more "mistakes" with it - such as a few more red herrings (assuming that we have any non-herring leads at the moment, of course) that would be pared down as we fixed a few minor issues. For instance - we could find some faulty wiring was responsible for the differences in lighting that was mentioned earlier, and suspect that it was creating a load imbalance that was responsible for the rest of the issues; when it was fixed, it did indeed deal with the lights, but not the deeper issues. Burying the player in false leads probably wouldn't be too fun, but so long as we're fixing actual problems on the base instead of just chasing ghosts, I think the player would probably feel like she's still making progress. Or, well, I would, at least :) .

Second, I really enjoyed seeing the cat in various scenes! And other assorted little background details, actually - I don't know if I mentioned this before, but I appreciated that back in Chapter One, all of the warnings on the screens were actual alerts instead of just Vaguely Alarming Displays. You mentioned at the end of the game that details like that are one reason you chose a more labor-intensive option for your renders, and I think it was a good decision on your part. If you later reconsider, though, I think one option might be to reverse the logic on which scenes to apply the filter; rather than drop it on scenes that do have minor details you want the player to notice, instead choose to employ it on a portion (say, a quarter or so) of scenes that don't have anything going on - such as the scene when the player is walking off-base. Or maybe that would just end up jarring, or make a scene look underdone? Renders aren't something I have any experience with, so maybe it's a stupid idea - I wouldn't have even known it was an option if you hadn't mentioned it in-game.

Third, about the intermissions... I like the little checklist of alternate paths you could have taken, but I'm not sure it's a good idea to leave the older Q&A sessions in there; it kind of makes it feel like you hit the end of the game (since, well, they were back at that point), and most of the questions aren't really that relevant anymore. Maybe they should be moved to an "extras" section instead, and only the latest one kept each release? I think that would be better for pacing.

And now my dubiously valuable feedback is finished, it's time for the part that I really wanted to get to... Idle speculation, and talking about characters!

Regarding the power problem... Hearing that the plant previously had an infestation issue actually makes me think that it might be related to their current woes. I mean, the power surge frying the controls points the excess power as the source (or at least the initial problem in a chain of problems), but having a bunch of alien fish partying in your pipes has to have consequences, right? It'd only take them gumming up a single important system for them to start a cascade of problems that'd be a nightmare to track down...

...Though, how did they get an alien fish problem to begin with, actually? I mean, their filters have to be good enough to keep out the eggs, right? If that kind of thing is passing into the pipes, that's actually pretty alarming - who knows what else gets into the water, and what problems it could cause...

...I'd also say it's kind of alarming that Dr. Jones is keeping a couple of live specimens, but, well, this isn't Aliens. It's probably fine. There's, like, a 75% chance they aren't going to come back in some kind of horrific way later. 66%, tops. There's plenty of other plot threads going on to add danger and drama. At worst, they're somehow going to mess up the pipes again.

That said, someone is definitely setting this base up to fail. Only five people on base, far too few to make any progress; critical support staff lured away with transfers to more attractive positions; massive oversupply to drive up costs with unnecessarily extravagant infrastructure, but shorted on the parts to keep it maintained... Walker might be single-handedly keeping this base open to study the natives, but someone of equal influence is obviously trying to sabotage it.

And speaking of Walker, assuming for the sake of argument that she wasn't tipped off ahead of time (which seems like the most likely option to me, honestly; we know she has connections), my money is on Sarah being the one who talked. Chris seems skeptical of base to begin with, and doesn't seem like the type to put on act (though she is a Captain who seems to get away with an awful lot of unprofessional behavior - so I can't rule her out entirely); Annie doesn't seem like she'd get along with someone of Walker's temperament (though maybe she deals better with scientists than officers), and would have had to be actively trying to deceive you at multiple points; Sarah, on the other hand, seems like she might let something slip as either a careless mistake, or in hopes of ingratiating herself to someone with a great deal of influence on this mission.

And speaking more of Walker... That freezer in the warehouse... ...It totally has a cut-up dead Orphion in it, doesn't it. Well, joking aside, probably not - that'd be a horrible way to store valuable specimens. But is it really Walker's? I mean, Dr Jones said so, but he's the other suspect, and he made sure to say it in a way that discourages you from asking Walker about it. Granted, this doesn't sound like the kind of lie he'd use, but... ...Well, okay, there's no further "but". It'd be stupid to lie about something that trivial when he could just tell you to ignore it for the next five days. Something about this still bugs me, though, just like the loading bay doors.

Hm. I think that's all of the plot points on my mind, but I feel like I'm forgetting something... Ah, well, on to the characters! Leaving out the main characters who I haven't spent time with, for now.

Annie: We didn't see much more of her this chapter, which makes sense between her hangover, her having to fix the ship, and the player having to fix the base. It's kind of disappointing that she declined to have more drinks, though; didn't calling it a night early signal that we could be trusted as drinking buddies? ...Well, encouraging your chief engineer to drink when she has a drinking problem, and is dealing with a ship with a total mystery problem is probably a bad idea to begin with, honestly. ...Can't we invite her to a nice VR game instead?

Mike: Why didn't you just have him kick a puppy while you're at it. Tearing Gloria apart in front of Sarah like that? Insulting her skill at games? What. A. Dick. And hey, maybe the fact that she goes around half-naked is why the gods favor her! Ever think of that, Mike? And just maybe the fact that she has the support of literal deities is why she can tear apart things twice her size, Mike. Ever think that it's weird that you can cut apart things ten times your size, Mike? No. Because cutting torches are totes stronger than metal. Same with divinely powered weaponry, Mike.

Did you forget to render his facial hair? Because he totally sounds like a neckbeard, but I don't see the neckbeard that he totally has.

Oh, but it's nice that he's sticking with a doomed, dead-end position to help cure asthma. I mean, with as overcrowded and polluted as Earth sounds like in this setting, that would legitimately save thousands of lives, and he's a good guy for making a genuine sacrifice for the greater good.

Still. That guy kicks puppies.

...And why'd he lock the door to the pump room behind him, anyways? That room isn't locked at any other time... And why couldn't we track him down to have the control panel replaced? He had to have been somewhere, right?

Dr. Marcus Jones: ...I don't like him. No, don't get me wrong, he seems like a decent guy, and we'd probably get along fine if we weren't working together, but... He comes across as the kind of guy who thinks he knows best, and insists on everyone else following his lead.

For example, his weirdness about the vitamins and contraception; let's look at the options here.

1. He's just a stickler about procedure, and he is the medical officer. In which case, he's an inflexible stickler for the rules that can't make obvious exceptions, and is probably going to write you all up after this. Benign, but kind of a dick.​
2. With how badly everything is going, he feels like he has to hew to procedure to protect his career, and doesn't feel like he has the leeway to make obvious exceptions. Benign, but he's kind of a dick for not explaining himself.​
3. There's something minor but unusual with these drugs - like, say, he made them with local plants to prove that they're safe. Mostly benign, but he's a dick for browbeating you into this.​
4. That isn't Vitamin D. What is it? Something that you definitely wouldn't take. ...I don't need to explain the issue here, right?​
No matter how you look at it, his behavior here is high-handed at best, weird and inappropriate in the worst (normal) case. And it'd be one thing if it were just his own responsibilities he was like this about - but he can't stay in his own silo, either. Despite the work of two (well, probably two) trained and competent professionals, he still insists that the issue is with the power buses, despite his presumed lack of engineering expertise. Maybe it was meant to be a self-deprecating joke that just landed flat - but if he's like this with everyone, I can see why his marriage seems to have problems. Between this kind of thing, and his general self-centeredness, he'd be insufferable to live with.

I don't wish him ill or anything, because he does seem like a good guy - just one you'd rather not talk to. But at the same time, I don't exactly regret messing with him by proposing that we take the Ensigns out to hunt MEIWs for Walker.

Dr. Trisha Jones: I actually like her, when she's not fighting with her husband. We don't see much of her, but she comes off pretty well, and is one of the only people thus far to notice that this planet seems really weird. It's just a shame she doesn't have the MRI machine that would help her explain it.

I do question why there would be mining on the planet, though; surely, mining asteroids would be easier once you have space flight? I mean, cutting out the need to launch or land spaceships to transport your materials is a huge savings - I can't imagine anything short of revolutionary Unobtanium that could justify the expense of running an operation an a foreign planet. Was that really a mining operation that she was talking about, or was it a cover for something else?

Kelly: ...What happened to her, exactly? That was not a friendly sparring match with Chris, nor an ordinary rivalry between ships. That seemed like a personal grudge - and a deep one, on par with Chris having gotten one of her friends killed. I can see how Chris would be hard to deal with if you didn't like her, but this went way beyond that, at least to my eyes.

Walker: We didn't see much of her yet, but she comes across as the most trustworthy and competent person on the planet so far. I hope to get along well with her. I also wonder what her research is actually about, because I get the impression that Dr Jone's explanation is incomplete at best.

Hm.... I think that's everything I have to say, so far? I'm enjoying the game, and look forward to the next chapter! ...Or, for that matter, replaying the game on a different path. I still have Sarah to blackmail, drinks to share with Chris, and Annie to goad, after all.
Hi.

Thank you for all of this. You deserve a much bigger reply (which I will do at a later point) but I'm meant to be taking a small break off forums at the mo whilst I wrestle with the big Sarah animation for Four but having seen your post I just had to break my rule.

You don't know how pleased I am this morning to find someone has been pulling at all the plot strings to see what happens and I suspect you might be one of the few to find out about the livestock tbh. Also big kudos on the character analysis. I mean I'm not saying it's accurate.... ;)

But the important thing is you're enjoying H5 - and that pleases me no end at all :)

Edit: Good point on the FAQs. I might look to put a one time switch in so they don't happen all the time.
 
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Nottravis

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Jun 3, 2017
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General note on the bug fix. I'll look to get it out this weekend along with a standalone Chris Domme module for the girls. I just want to get this animation sorted first.

Laters!
 
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Nottravis

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Oh, but it's nice that he's sticking with a doomed, dead-end position to help cure asthma. I mean, with as overcrowded and polluted as Earth sounds like in this setting, that would legitimately save thousands of lives, and he's a good guy for making a genuine sacrifice for the greater good.
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I do question why there would be mining on the planet, though; surely, mining asteroids would be easier once you have space flight? I mean, cutting out the need to launch or land spaceships to transport your materials is a huge savings - I can't imagine anything short of revolutionary Unobtanium that could justify the expense of running an operation an a foreign planet. Was that really a mining operation that she was talking about, or was it a cover for something else?
This is a really good point but one that gets explained in Four. But for fear that people may think I have a plot hole or something that doesn't stack up...

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Arigon

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Mike: Why didn't you just have him kick a puppy while you're at it. Tearing Gloria apart in front of Sarah like that? Insulting her skill at games? What. A. Dick. And hey, maybe the fact that she goes around half-naked is why the gods favor her! Ever think of that, Mike? And just maybe the fact that she has the support of literal deities is why she can tear apart things twice her size, Mike. Ever think that it's weird that you can cut apart things ten times your size, Mike? No. Because cutting torches are totes stronger than metal. Same with divinely powered weaponry, Mike.

Did you forget to render his facial hair? Because he totally sounds like a neckbeard, but I don't see the neckbeard that he totally has.

Oh, but it's nice that he's sticking with a doomed, dead-end position to help cure asthma. I mean, with as overcrowded and polluted as Earth sounds like in this setting, that would legitimately save thousands of lives, and he's a good guy for making a genuine sacrifice for the greater good.

Still. That guy kicks puppies.

...And why'd he lock the door to the pump room behind him, anyways? That room isn't locked at any other time... And why couldn't we track him down to have the control panel replaced? He had to have been somewhere, right?
Ah but did you figure out the REAL reason he is there supporting the research into asthma?
Makes him a somewhat less dislikable character for me !
 
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Nottravis

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Thanks for the considerate reply. I want to make it clear that I completely respect your creative control. In so far as I am going to disagree with your above comments it is not borne out of my adamancy that an acheivement system would be better, but more that I think you are dismissing it for reasons I believe incorrect. For instance, if you were dismissing it because you lack confidence in the idea, or because it is extra workload I wouldn't challenge at all. Anywho, on to my disagreement.

On the first point, I don't think it is true to say that acheivements actually create any greater liklihood of spoilers than the system you currently have. An acheivement does not have to be prescriptive or transparent. A cryptic or hidden acheivement system would simply signal to people that there is more in the game to encounter without being particularly obvious about what content it is they are missing.

To demonstrate this point, let us compare how a current Becca comment looks, and what impact it has, to an imagined cryptic acheivement

C1 - You didn't attempt to blackmail Sarah
A1 - To tame the Lion (or a much better cryptic name of your creation)
A2 - To tame the Lion - attempt to blackmail Sarah

If you compare the possibility of spoilers of comment 1 to one of the acheivment options I don't see how the liklihood of being spoiled goes up, unless you allow the player to do so. If we say in this case, that discovering that one can take a harsh blackmail approach with Sarah would be a spoiler in of itself then of course, in the latter acheivements case, this would become a problem, but with a cryptic name, the former would not be. Moreover, at the point where your immersion is broken to chat with Becca, tthe spoiler is now guranteed by a Becca comment and may (to some folks) now leave a negative feeling of having missed an oppurtunity, or some information.

In the case of things like, finding the magazine, or watching the 'news' report. I again don't really see how a cryptic acheivement is particularly more of a spoiler than having Becca assertively tell the player, "you did not find" them. Perhaps if a player can decrypt your comment there is now an oppurtunity for exploration premptively in a chapter rather than only on their next playthrough of a chapter, but then, isn't this a better outcome. Having a player playthrough with an inflated desire to explore due to them decrypting acheivements is probably a better experience than having them reload saves serially unitll they find everything? (OFC not every player is going to comb through the game, but I am imagining the experience of those who do).

In terms of hidden content encouraging exploration, I think that where said content is listed as not being found by Becca, I think though you are encouraging exploration, you are doing it via a negative feeling rather than a positive one, and, not neccesarily encouraging exploration that is enjoyable because instead of a player finding the experience of discovering information inherently rewarding, they now may find discoveries tedious or time consuming (say a cooking device) because they aren't the listed item they are missing (say a magazine). None of this means that acheivements would be a better way to encourage exploration, I just think that it is important to ask, do the Becca comments where they are used encourage the right sort of exploration?

Your writing is compelling, and the story impetus for exploration clear. I see these things as very effective ways to encourage exploration in those suffciently immersed. However, not everyone will play like that and in so far as they do not, I think they are missing out on experiencing a better story. So the question of how to motivate people to play the game in a likely more rewarding way for said players rests on my mind. Again, despite my apperent motivation to advertise acheivements, I feel less strongly about how good they would be, then about asking whether the current system to inform players of content is a best fit.

Hopefully none of this comes of as too creatively intrusive; I am hoping that in speaking about a information delivery system rather than creative (though those scenes are characterful) decisions I am stepping on fewer toes.



Oh, and on the MC being smart bit, I was actually refering to Sarah's expert knowledge, of volcanism, though she has always been a character slightly beyond my suspension of disbelief so *shrugs*, she's your baby.
*will mull*

Sorry, quick reply as Sarah wrangling at the mo!
 
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jose100

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Glad to know I wasn't alone lol. So, to confirm: there's various naughty bits, some nudity, but no actual sex for feMC's as yet, yes?
Yep, my experience was like that, no actual sex, there isn't that much either if you are a male but at least there is. And judging by the looks of the walktrough it's 100% sure there isn't any sex.
 

05841035411

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You don't know how pleased I am this morning to find someone has been pulling at all the plot strings to see what happens and I suspect you might be one of the few to find out about the livestock tbh. Also big kudos on the character analysis. I mean I'm not saying it's accurate.... ;)

But the important thing is you're enjoying H5 - and that pleases me no end at all :)
Well, the core of the game revolves around a couple of big mysteries, so it'd be weird if the player didn't try to solve them, right :) ? I'm just happy that a developer decided to put a real and engaging mystery in their game with an answer that isn't completely obvious from the first ten minutes - and that for once, it doesn't revolve around a murder.

Finding the fishies can't have been that rare, though. ...Well, I guess it does involve hanging around Marcus a fair amount, so maybe it is... ...But surely other people wanted to ask about the freezer as well? Or get their vending card? Or get asked to dinner by him? There are plenty of reasons to talk to him!...

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Ah but did you figure out the REAL reason he is there supporting the research into asthma?
Makes him a somewhat less dislikable character for me !
W-wait, was there more to that branch that I'm not remembering? Wasn't it just "Yeah, I'm the only engineer here because everyone else transferred, but I stayed because Dr. Jones is quietly doing important, life-saving research"?

I don't remember the issue of grammar ever coming up x_x ...

This is a really good point but one that gets explained in Four. But for fear that people may think I have a plot hole or something that doesn't stack up...

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Ah, that does make complete sense then, as does the fact that they stopped.

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If anything strikes me as odd about this, then, it's that Trisha thinks (according to Marcus, at least, who could simply have tuned out her actual explanation - but maybe that's being uncharitable to him) that reporting on the minerals of Orphion would change the fate of the base considering the reasons they were mining at all... Or that the PC didn't think to herself that it seemed a bit odd either time mining was mentioned.

But that's just quibbling at this point, since it wasn't really a big deal either time it came up.
 
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Akamari

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Yep, my experience was like that, no actual sex, there isn't that much either if you are a male but at least there is. And judging by the looks of the walktrough it's 100% sure there isn't any sex.
Never judge anything by the walkthrough! :cool: You might want to try the VR game route and perhaps stay in the arena for extra practice...
 

Nottravis

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Yep, my experience was like that, no actual sex, there isn't that much either if you are a male but at least there is. And judging by the looks of the walktrough it's 100% sure there isn't any sex.
There's a bit :)

2,000 frame of sex animations in Chapter Two
1,750 frame sex animation in Chapter Three
Plus two bonus pieces of porny content in Chapter Three

I won't count the 40 minute fap session with Chris as that's not to everyone's taste ofc
 
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