- Jun 1, 2017
- 1,199
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Alright. If you don't mind I'll give it a try.
First for the good thing. Your game has excellent writing is really engaging. Overall it really has me hooked.
The gameplay inside the house and interacting with the characters is just fine. Yes, you repeat the same event over and over again and yes it could be improved by adding more variety to some of those events or adding more of them in general(how many times a day can I compliment Anna on her cleaning?) but that really is a minor issue at worst. The reality is that, when it comes to this part of the game and especially when you have more girls in your home to add to the random event list the game flows well.
Critically, the constant repeated events serve to make the game feel padded out which is essential to getting the proper feeling of slow passage of time that you need for the purpose of realism. Unlike many developers that fall into the trap of quick fixes you understand that the sort of trauma the girls have been through is not something that one can cure in a fortnight over a couple headpats. And your gameplay gives us the experience of living inside the house with the girls and slowly building up that relationship as you realistically would, slowly getting them to trust you over a long time and eventually, hopefully helping them find happiness.
However, when it comes to plot relevant events you have a problem. And that problem has to do with the way they are accessed. In particular a lot of content is essentially undiscoverable through the natural flow of the game. Allow me to try and explain what I mean by this.
Your game has two types of events, repeatable and plot events. And there seem to be little to no direct triggers for any of them. They both rely equally on being in the right place at the right time AND rolling the right dice. Or at least that's how it feels from a player perspective. And that means that realistically the only way to get an event to trigger is to enter an area enough times to roll the dice right. This can be once, but it can also be tens of times or worse.
And fundamentally this is a problem. And it is a problem that is directly proportionate to how specific the conditions are for that event to happen and becomes extreme if it is to happen outside of the house.
You see, when playing inside the house there is always something to do so you will be clicking around those rooms a lot. And this manages to ensure that, for the most part, unless an event has very specific triggering conditions that aren't common the player will stumble upon it eventually. And whilst this is less than ideal at least you know the player probably, possibly won't miss out on the stuff.
But when it comes to all the events that happen in the outside world things are drastically different. Fundamentally, there simply isn't enough content outside of the manor to get the player to click around that much. And I don't imagine there could be without distorting the flow of the game and pushing it far away from the core which is the mansion and girls.
What this means is that during the normal course of gameplay odds are very high that the player simply won't run into a lot of the possible events and characters simply because he isn't naturally triggering those areas enough times for it to randomly happen.
Take for example the event when you meet the girl who wants to jump off a bridge in the middle of the night in the rain. That is arguably a critical plot event. After all it's how you unlock a character. And one whose writing and execution are fantastic. But it is also an event that took me at least 20 attempts before I got it to trigger when I was grinding for it.
Is there really enough of a reason for the player to ever be driving to town at night in the rain? Let alone to do so again and again and again until it randomly triggers? The answer is no. In fact, I would argue that there is no reason for the player to do so even once organically. And definitively not so many times to randomly stumble upon her. And this means that realistically, unless you know the event is there and grind for it you just won't get it ever. And you WILL miss that character entirely.
What all this means in practice is that effectively your game relies on the player constantly having the wiki open in another tab to look up events and than grind for them. And that is suboptimal. In fact, I would go so far as to say that grinding for events is quite unfun as well as immersion breaking. Ideally, the end goal of any story driven game should be to produce a game where the player can get to see all the events without ever having to look things up.
My suggestion for correcting this would be to introduce several changes. But they all boil down to basically making your plot events more like a quest chain. Much like you did with Bubbles.
To go back to my previous example. Instead of having that event trigger randomly when I go to town in the night during rain, something that is rarely or ever going to happen on its own have it be a quest chain that starts inside the house. Have something happen at a random night when its raining that gives me a good in game reason to be rushing to town in the middle of the night during a storm. And when I comply, add a 100% trigger that ensures that event will happen on the way back.
And if you want randomness in when the event triggers this is where you put it. You put it before this initial event and in a place where the player has a much higher probability of triggering it. And ideally, you would have some set of conditions that eventually forces it to happen anyway. Like a timer or a timer + certain girls present + other stuff. Or at least gradually push the odds up on a timer. Something so that the player can't be completely screwed out of it by bad luck.
Hope this is helpful. I tried to be as detailed as I could.
For starters, thank you very much for the feedback.
As you pointed out, the game is a bit of a grind at times. As the game continues to grow, that grind will become less and less. I know that the game isn't growing as fast as many people might like, but there are only so many hours in a day.
We have somewhat recently written some code (One of the brilliant coders who helps out wrote it, I can't really take any credit here) that allows us to force a scene to trigger. In the case of important scenes and time sensitive content, we can now force a scene to trigger so long as you meet the requirements for it. We've largely tried to limit the use of this to holiday and other time sensitive content, but it is included for some other important events too.
When people report troubles triggering certain scenes, it is very common for me to go into the code to look at the conditions and adjust the probability up or down depending on the scene. Another thing that we have the code in place for that I haven't finished implementing is that the NPCs can move about the mansion on their own now. I need to add a snip of code to each scene's trigger to include their presence. What this will do is allow you to go to a place an NPC is currently at and it will ONLY trigger scenes that are appropriate to who is there. By doing this, the scene poll should drop significantly in those places at any given time. Example: If a location has 20 ambient scenes, 10 Anna scenes, and 10 Eve scenes. And only Anna is present in the location at the time, then only her content will appear. Same with Eve's content, if both are present then any scenes including one or both of them would be able to appear. The ambient/filler scenes would only trigger if a viable NPC is not present. This will both make it easier to trigger rare content and make it easier to grind stats in a way that doesn't feel so monotonous.
Something to keep in mind about the outside world is that my original intent was to make the mansion itself feel active, then to branch into the grounds, then the town. However with a project that accepts submissions, some people wanted to explore that bigger world and rather than deny them the ability to do that I took the time to put the bare minimum of content into those location and allow others to populate them while I continue to grow the mansion. In the last year, I've been branching into the grounds a bit more, but the majority of my writing time (Minus commissioned content. Vanni's content is a good example of commissioned work that draws my time out of the mansion.) has still been spent working on the mansion.
The girl on the bridge event I am actually hoping will be easier to trigger moving forward. Recently I've been commissioned to write a girl named Vanni into the game who is a criminal in town. Her content is most active in the evenings. There's also Olivia who's a fairly recent character in town who triggers her first scene in the evenings. With a new reason or two to come into town at night, that in theory should help make that scene more likely to trigger. On that note, I just increased the probability of that scene triggering.
The ultimate goal is to create enough content in the setting that you can evolve relationships without it feeling like you're grinding, to have enough scenes that you have to play more than once to see everything because there's so much to see.
One final point related to this is that I actually hope to have multiple scenes for some important events. Multiple ways to introduce some characters to the game. By including more entry points for NPCs and important events, not only does it increase replayability, but it also will make it easier to find those plot driven storylines.
I love that there's so much interest in seeing plot driven content. There's very little of that in the game so far because I've been more focused on making the game playable with repeatable content, I'm very excited to create stories in the setting. And on that note, I really need to write the next scene in Anna's wedding storyline, . . . .
I appreciate the feedback a great deal. It looks like a lot of it involves scene probability, which is something we're always tweaking based on feedback. I hope that my replies give a little perspective from my side of the situation. It seems to me that a lot of what you brought up is things that we're already working toward, or simply haven't fully implemented yet. I'll be mindful of the feedback moving forward and maybe be a little more liberal with the forced scene function as appropriate. I want the world to feel real, like it's living and fluid. Forcing too many scenes makes it feel scripted, so there's a balance to be struck for sure.