for example create a text file and write something like:So how can one effectively keep tabs on the save files? It seems like every choice changes the story drastically and almost all the paths are intriguing enough, at least to see once.
Did that, naming saves in-game is more efficient, it was a compliment with a hint of playful comic relief.for example create a text file and write something like:
save 3-2: warrior, cass+isis path. for example
Nah, I don't care if the branches ever connect back or stay "meaningfully" separate until the end, I just don't want to be punished for making a choice. Even if you're trying to tell a dark & gritty story, at the end of the day, this is a "game" - if I killed Cass on the spot, then don't "punish" me for making that choice by telling me to go sit in a corner and wait for my turn to play the game.i understand why it can bother someone having to play multiple part on differents saves to have access to all the content but it's unfortunaly inevitable with any multi-branch game without thousands developper, there a reason why most AAA game studio don't follow what mass effect did for exemple
ultimatly the wise choice would be to connect all those branch but i won't complaint if the dev decide otherwise even if it can be frustrating if you love one specific branch that don't get enough content as it offer far more liberty to write a story, the most important is that the dev enjoy working on it's game so it won't end up being abandonned
ffs, we already went through this when 0.6 released: the dev not building artificial filler to ensure every path of every choice is the same length is NOT "punishing you", that's completely egocentric. Giving more choice to the player is part of being a game rather than a Visual Novel, and along the way you're bound to give plenty of choices that will make for less things to talk about in game than others. That's all (and that's normally completely negated by the fact most people play several paths). Just swallow the pill and move on, otherwise you'll still be yapping on it in this thread on patch 0.9 .Nah, I don't care if the branches ever connect back or stay "meaningfully" separate until the end, I just don't want to be punished for making a choice. Even if you're trying to tell a dark & gritty story, at the end of the day, this is a "game" - if I killed Cass on the spot, then don't "punish" me for making that choice by telling me to go sit in a corner and wait for my turn to play the game.
You can "punish" a player by not withholding content from them, too.
I will continue, as long as people like you keep shilling for a game like this, and refuse to acknowledge a mistake. And this isn't about me personally being punished, this is about game development principles: Not offering a "reward" or "incentive" for making a different choice is "punishing" a player, simple as. And if you're not willing to make content for every "meaningful" choice you offer, then why bother offering that choice in the first place?ffs, we already went through this when 0.6 released: the dev not building artificial filler to ensure every path of every choice is the same length is NOT "punishing you", that's completely egocentric. Giving more choice to the player is part of being a game rather than a Visual Novel, and along the way you're bound to give plenty of choices that will make for less things to talk about in game than others. That's all (and that's normally completely negated by the fact most people play several paths). Just swallow the pill and move on, otherwise you'll still be yapping on it in this thread on patch 0.9 .
I suggest taking my approach and just remaining silent, sometimes no matter how nicely or logically you explain something some people simply won't listen and will continue to believe in whatever they want. It's really a waste of time to argue with them.ffs, we already went through this when 0.6 released: the dev not building artificial filler to ensure every path of every choice is the same length is NOT "punishing you", that's completely egocentric. Giving more choice to the player is part of being a game rather than a Visual Novel, and along the way you're bound to give plenty of choices that will make for less things to talk about in game than others. That's all (and that's normally completely negated by the fact most people play several paths). Just swallow the pill and move on, otherwise you'll still be yapping on it in this thread on patch 0.9 .
Yes, swallow the pill, and ask for more. God forbid someone asks for some accountability and quality in their AVN.I suggest taking my approach and just remaining silent, sometimes no matter how nicely or logically you explain something some people simply won't listen and will continue to believe in whatever they want. It's really a waste of time to argue with them.
By what metric do you deserve accountability? Are you the publisher?Yes, swallow the pill, and ask for more. God forbid someone asks for some accountability and quality in their AVN.
I'm a customer. And before you decide to join the others in waving the "it's free" flag, consider that I want this game to be the best it can be, for everyone.By what metric do you deserve accountability? Are you the publisher?
It's impossible to please everyone. I, for one, appreciate that some choices shorten the game. I don't like it when developers purposely stretch all the choices so that the content is the same size for every path.I'm a customer. And before you decide to join the others in waving the "it's free" flag, consider that I want this game to be the best it can be, for everyone.
Again, this is not about pleasing everyone, this is about game development philosophy - don't offer choices that lead nowhere, just to have a choice. It is not meaningful, only deceptive.It's impossible to please everyone. I, for one, appreciate that some choices shorten the game. I don't like it when developers purposely stretch all the choices so that the content is the same size for every path.
Dude this developer releases his game almost every 2 months, if you want for him to develop every route equally it would stretch the game development cycle to 3-4 months at best. This game is free not because you are pirating it, but because he himself gives it for free every 2 months on a good quality level overall. So it's not without a reason to give the developer some leniency, or you can play Being a Dik, oh wait it's not out yet.Again, this is not about pleasing everyone, this is about game development philosophy - don't offer choices that lead nowhere, just to have a choice. It is not meaningful, only deceptive.
Besides, there's a humongous difference in having a 'shorter' path (comparatively) based on different choices, but in this case, the difference in question was staggering:
-> Spare Cass (0.5) -> A -> B -> C -> D -> E -> F -> Corronation.
-> Kill Cass (0.5) -> A -> Corronation.
If that isn't laughable, I don't know what is...
For example, in the AAA game Far Cry 4 you can simply stay and enjoy the crab rangoon in the beginning and get the secret ending:Again, this is not about pleasing everyone, this is about game development philosophy - don't offer choices that lead nowhere, just to have a choice. It is not meaningful, only deceptive.
Besides, there's a humongous difference in having a 'shorter' path (comparatively) based on different choices, but in this case, the difference in question was staggering:
-> Spare Cass (0.5) -> A -> B -> C -> D -> E -> F -> Corronation.
-> Kill Cass (0.5) -> A -> Corronation.
If that isn't laughable, I don't know what is...