Moonflare

Well-Known Member
Aug 23, 2023
1,296
5,101
Tbh, Sel was basically screaming that simulation theory is not the case from the very beginning. He even wrote a couple of Happy Events bashing players over the head and really talking down to theorists (yeah, technically it was Narrator, but we all know the Sle is an asshole and those we probably his true sentiments).
That's not what I mean by simulation.

From my understanding he was bashing the idea that nothing was real, and that it was a simulation. What I mean by simulation is that there is a group observing and taking notes about the subjects of kumon mi, who in turn aren't real or fake, but something in between. This has been confirmed during Akira's and Nao-chan's journey into the writer's room, and what the note on the desk says.

They can change kumon mi and its people, reset or erase them. They are also doing so for a reason. This is what I mean by simulation, Akira's world is simulated.
 
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PrincessEuphy

New Member
Nov 22, 2021
11
24
The moment you start thinking about "proper game design," "immersion," etc you've already lost because you're on the completely wrong track. It is blindingly obvious that the purpose of the puzzles is not to provide a fun and engaging experience. They reflect that fact that the further one goes into Lessons in Love, the more the world rejects the player (this goes for both the literal player and Sensei). It becomes increasingly hard to progress, increasingly unfun, increasingly grindy - it would be reductive to state there is only one ludonarrative purpose for this, but that is the design. The artistic purpose. It is an experience the developer is attempting to convey through mechanic. It is axiomatic to say that "video games should be fun," "puzzles should test innovative thinking," etc, which is to say that they are not fundamental truths - they are platitudes liable to become thought-terminating cliches. Looking at systems clearly designed to reject the player and make their life difficult then complaining about how they aren't fun enough is so foolish I balk that one so invested in the story and theory-crafting would be so blind to this point. Let us examine once again Moby Dick.



In chapter 32 there is a lengthy chapter devoted to the physiology of whales. This is a highly dull chapter to read and a well-known roadblock for prospective readers of the work (yet I must explain it in detail here because it is dubious whether any poster in this thread has ready even such a fundamental cornerstone a literature such as Moby Dick). However, in this context of literature removed from "a porn game that should be fun and get my pee pee hard," we see immediately how foolish it would be to critique it from a lens as those critiquing SENSEI QUEST and other resets are. Can you imagine going to Melville and saying, good sir, it is all well and good that you wish your novel to be a testimony to every aspect of whales from the physical aspects of their being to the mythological image they come to represent, but this chapter was quite dull! Could you not make it a bit more fun and exciting? In fact, quite a few of your chapters could be shaved down, let's have more action scenes and whale hunting, you would really get more readers that way! It is rather obnoxious that you should even think to force me to read some boring chapter on whales when I can in fact simply flip the pages! Do you not know I will just flip the pages? You are not listening to me sir, I am telling you to make your novel more fun for me!

It really is just that simple: think, for one moment, the purpose. Now, it is entirely fair if you look at Lessons in Love rejecting the player and making it increasingly hard/unpleasant to make progress as a foolish thing. Some people think whales are dumb. However, this is not what is happening. The angle of attack is so completely off base it's like one is seeing reality on an entirely different level. Like one's mind is so boxed in by platitudes that any time something isn't fun and satisfying their every urge for what they want it to be that the entire world starts to seem wrong. How can one profess themselves to be a deep thinker, a lover of thought and figuring things out, so proud of each theory and confirmed idea, if such basic mental walls blind them so deeply? Such that they look upon a rock and see a mountain, or they look upon a mountain and see a rock? You really think for one fucking second the puzzles are meant to be fun tests of knowledge? You really think they contain anything but spite and hostility? You really think this is supposed to be a good time? You really think that 'all media must be fun' is a God-like axiom that subsumes all other purposes one may have? What? WHAT???????????? The populace is rendered infants before the most basic and blunt artistic purpose which itself is literally stated directly over and over. Shocking! Nothing really is beautiful!
 

Moonflare

Well-Known Member
Aug 23, 2023
1,296
5,101
The moment you start thinking about "proper game design," "immersion," etc you've already lost because you're on the completely wrong track. It is blindingly obvious that the purpose of the puzzles is not to provide a fun and engaging experience. They reflect that fact that the further one goes into Lessons in Love, the more the world rejects the player (this goes for both the literal player and Sensei). It becomes increasingly hard to progress, increasingly unfun, increasingly grindy - it would be reductive to state there is only one ludonarrative purpose for this, but that is the design. The artistic purpose. It is an experience the developer is attempting to convey through mechanic. It is axiomatic to say that "video games should be fun," "puzzles should test innovative thinking," etc, which is to say that they are not fundamental truths - they are platitudes liable to become thought-terminating cliches. Looking at systems clearly designed to reject the player and make their life difficult then complaining about how they aren't fun enough is so foolish I balk that one so invested in the story and theory-crafting would be so blind to this point. Let us examine once again Moby Dick.



In chapter 32 there is a lengthy chapter devoted to the physiology of whales. This is a highly dull chapter to read and a well-known roadblock for prospective readers of the work (yet I must explain it in detail here because it is dubious whether any poster in this thread has ready even such a fundamental cornerstone a literature such as Moby Dick). However, in this context of literature removed from "a porn game that should be fun and get my pee pee hard," we see immediately how foolish it would be to critique it from a lens as those critiquing SENSEI QUEST and other resets are. Can you imagine going to Melville and saying, good sir, it is all well and good that you wish your novel to be a testimony to every aspect of whales from the physical aspects of their being to the mythological image they come to represent, but this chapter was quite dull! Could you not make it a bit more fun and exciting? In fact, quite a few of your chapters could be shaved down, let's have more action scenes and whale hunting, you would really get more readers that way! It is rather obnoxious that you should even think to force me to read some boring chapter on whales when I can in fact simply flip the pages! Do you not know I will just flip the pages? You are not listening to me sir, I am telling you to make your novel more fun for me!

It really is just that simple: think, for one moment, the purpose. Now, it is entirely fair if you look at Lessons in Love rejecting the player and making it increasingly hard/unpleasant to make progress as a foolish thing. Some people think whales are dumb. However, this is not what is happening. The angle of attack is so completely off base it's like one is seeing reality on an entirely different level. Like one's mind is so boxed in by platitudes that any time something isn't fun and satisfying their every urge for what they want it to be that the entire world starts to seem wrong. How can one profess themselves to be a deep thinker, a lover of thought and figuring things out, so proud of each theory and confirmed idea, if such basic mental walls blind them so deeply? Such that they look upon a rock and see a mountain, or they look upon a mountain and see a rock? You really think for one fucking second the puzzles are meant to be fun tests of knowledge? You really think they contain anything but spite and hostility? You really think this is supposed to be a good time? You really think that 'all media must be fun' is a God-like axiom that subsumes all other purposes one may have? What? WHAT???????????? The populace is rendered infants before the most basic and blunt artistic purpose which itself is literally stated directly over and over. Shocking! Nothing really is beautiful!
Moby dick is a book. Selebus is good at writing. He's not writing a book. He should be though, cause his game design sucks. Melville didn't stop you midway through a chapter and stopped you from reading the rest unless you succeed in a quiz.

None of the complaints tend to be about his decisions regarding themes or plots, but just regarding his game design. Also, you can explain your point without overcomplicating things, mastery over a subject is shown by explaining things in a way it's easily understood.

If Selebus was a good game designer he'd be able to convey the same message through a more refined balance of implementing what he wants and user experience. I don't have anything against his overall purpose with the design, I have things against its poor implementation.
 

PrincessEuphy

New Member
Nov 22, 2021
11
24
Were you a fan of the Pathologic series? Lots of people used similar arguments for the 2nd game especially. You may enjoy it if you haven't touched it.
Yeah, it's based.

Moby dick is a book. Selebus is good at writing. He's not writing a book. He should be though, cause his game design sucks. Melville didn't stop you midway through a chapter and stopped you from reading the rest unless you succeed in a quiz.

None of the complaints tend to be about his decisions regarding themes or plots, but just regarding his game design. Also, you can explain your point without overcomplicating things, mastery over a subject is shown by explaining things in a way it's easily understood.

If Selebus was a good game designer he'd be able to convey the same message through a more refined balance of implementing what he wants and user experience. I don't have anything against his overall purpose with the design, I have things against its poor implementation.
Please God. How in the world is one going to balance an intentionally negative user experience with a positive user experience? What the hell? You're playing lessons in love and talking about THE USER EXPERIENCE? Bro??? You think LiL is concerned with THE USER EXPERIENCE? Melville would fucking have locked the pages down if he could. Do you imagine authors smiling and shrugging at the thought of readers flipping pages whenever they're bored? Do you think artists enjoy people not engaging with their art and proceeding to make dumbass posts online? Not likely.
 
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Moonflare

Well-Known Member
Aug 23, 2023
1,296
5,101
Yeah, it's based.


Please God. How in the world is one going to balance an intentionally negative user experience with a positive user experience? What the hell? You're playing lessons in love and talking about THE USER EXPERIENCE? Bro??? You think LiL is concerned with THE USER EXPERIENCE? Melville would fucking have locked the pages down if he could. Do you imagine authors smiling and shrugging at the thought of readers flipping pages whenever they're bored? Do you think artists enjoy people not engaging with their art and proceeding to make dumbass posts online? Not likely.
No, I think LiL is concerned with making money, banning people from discord and making alt accounts to talk to us.

Edit: also with ranting about Lost in You, can't forget that one.
 
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PrincessEuphy

New Member
Nov 22, 2021
11
24
No, I think LiL is concerned with making money, banning people from discord and making alt accounts to talk to us.

Edit: also with ranting about Lost in You, can't forget that one.
I think reality speaks to the fact that LiL's primary purpose is not to make money, and that the game is not designed around either this or making it as pleasant as possible for readers. It is obvious on the face of it that Selebus is not just accidentally ~poorly designing~ puzzles then accidentally losing a lot of money without realizing it. You can now work backwards from here. Also I'm not Selebus.
 
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worthlesspeon

Member
Jun 10, 2017
193
452
The moment you start thinking about "proper game design," "immersion," etc you've already lost because you're on the completely wrong track. It is blindingly obvious that the purpose of the puzzles is not to provide a fun and engaging experience. They reflect that fact that the further one goes into Lessons in Love, the more the world rejects the player (this goes for both the literal player and Sensei). It becomes increasingly hard to progress, increasingly unfun, increasingly grindy - it would be reductive to state there is only one ludonarrative purpose for this, but that is the design. The artistic purpose. It is an experience the developer is attempting to convey through mechanic. It is axiomatic to say that "video games should be fun," "puzzles should test innovative thinking," etc, which is to say that they are not fundamental truths - they are platitudes liable to become thought-terminating cliches. Looking at systems clearly designed to reject the player and make their life difficult then complaining about how they aren't fun enough is so foolish I balk that one so invested in the story and theory-crafting would be so blind to this point. Let us examine once again Moby Dick.



In chapter 32 there is a lengthy chapter devoted to the physiology of whales. This is a highly dull chapter to read and a well-known roadblock for prospective readers of the work (yet I must explain it in detail here because it is dubious whether any poster in this thread has ready even such a fundamental cornerstone a literature such as Moby Dick). However, in this context of literature removed from "a porn game that should be fun and get my pee pee hard," we see immediately how foolish it would be to critique it from a lens as those critiquing SENSEI QUEST and other resets are. Can you imagine going to Melville and saying, good sir, it is all well and good that you wish your novel to be a testimony to every aspect of whales from the physical aspects of their being to the mythological image they come to represent, but this chapter was quite dull! Could you not make it a bit more fun and exciting? In fact, quite a few of your chapters could be shaved down, let's have more action scenes and whale hunting, you would really get more readers that way! It is rather obnoxious that you should even think to force me to read some boring chapter on whales when I can in fact simply flip the pages! Do you not know I will just flip the pages? You are not listening to me sir, I am telling you to make your novel more fun for me!

It really is just that simple: think, for one moment, the purpose. Now, it is entirely fair if you look at Lessons in Love rejecting the player and making it increasingly hard/unpleasant to make progress as a foolish thing. Some people think whales are dumb. However, this is not what is happening. The angle of attack is so completely off base it's like one is seeing reality on an entirely different level. Like one's mind is so boxed in by platitudes that any time something isn't fun and satisfying their every urge for what they want it to be that the entire world starts to seem wrong. How can one profess themselves to be a deep thinker, a lover of thought and figuring things out, so proud of each theory and confirmed idea, if such basic mental walls blind them so deeply? Such that they look upon a rock and see a mountain, or they look upon a mountain and see a rock? You really think for one fucking second the puzzles are meant to be fun tests of knowledge? You really think they contain anything but spite and hostility? You really think this is supposed to be a good time? You really think that 'all media must be fun' is a God-like axiom that subsumes all other purposes one may have? What? WHAT???????????? The populace is rendered infants before the most basic and blunt artistic purpose which itself is literally stated directly over and over. Shocking! Nothing really is beautiful!
Just because there's an artistic vision doesn't mean the vision isn't shit
 

Bingus Bongus

Newbie
Jun 12, 2023
33
86
It is blindingly obvious that the purpose of the puzzles is not to provide a fun and engaging experience. They reflect that fact that the further one goes into Lessons in Love, the more the world rejects the player (this goes for both the literal player and Sensei). It becomes increasingly hard to progress, increasingly unfun, increasingly grindy - it would be reductive to state there is only one ludonarrative purpose for this, but that is the design. The artistic purpose. It is an experience the developer is attempting to convey through mechanic.
Maybe my brain isn't wrinkly enough to understand, but I fail to see how a deliberately poor user experience makes for effective storytelling. If a game (LiL in this case) doesn't want people to play it and makes the experience a drag, then the logical result is... that the player base drops it and spends their gaming time on something else. I suppose if the end goal is to curate a tiny audience of masochists then its fine, but if the creator actually wants people to see and appreciate their work, I can't imagine a more counterproductive angle to take. Surely there's a better way to use game mechanics to convey a world that hates Akira.
 

vehemental

Member
Jun 4, 2017
400
1,656
It's just strange how the most basic of artistic intentions are lost even upon those who have spent hundreds of hours in a game. I'm imagining someone watching Nostalghia by Tarkvosky and holding fast forward whenever they get bored by an extended metaphorical sequence. I'm imagining someone reading Moby Dick and skipping all the cetology chapters while complaining about how boring whales are. I'm imagining someone listening to an ambient music album and complaining that there isn't a strong enough melody. It just comes off as absurd on the face of it because it reflects engagement on the level of a child playing with toys, one who's entire motive and goal is to temporarily entertain oneself, and one who's method of judgement is how much fun they are feeling in the moment. In a sense it is not wrong to have such a child-like view but I would expect an adult to hold it more quietly and with shame, not proudly proclaiming it for all to see with the arrogance of a teen confidence they understand philosophy on a level deeper than any scholar. I mean, fucking ELDEN RING? What the hell are you talking about? Are you 12 and taking a break from watching your favorite Twitch streamer to post here? Are you going to be halfway through a Dostoevsky then murmur "Eeeh you know what it's actually rather tedious how many pages are dedicated to boring stuff. I could be playing Elden Ring! That would be WAAAY more fun!" Like, what? Do you actually need colorful blocks to absentmindedly stack with one hand the moment any piece of art demands something from you? You approached SENSEI QUEST in particular with a brand of ridiculous thoughtlessness because you had not engaged whatsoever; you acted like it was an impossible problem of math when in reality you can pass it with ease using basic save/load functions any player would be familiar with. Then when this was identified - your post being worthy of no serious response since it came from one who had, functionally, skipped half the pages in a book then complained about how fragmented the plot was - you retreat to something as absurd 'Why do something not fun when you could do something fun?" I mean, that's PRECISELY THE HEDONISM THE ENTIRE GAME IS CRITICIZING? Have you been paying attention for any of the last 300 hours? Are you a fucking utility zombie sucking up pleasure from Lessons in Love while groaning in displeasure and discomfort any time there is a rock in your cum soup? What the hell, man? What the fuck is even going on? That is precisely why the point is... TO GROW! You really gotta grow outta this. And never make a post this ridiculous again.
- Lessons in Love isn't Moby Dick, man. It's not Nostalghia, it's not Dostoevsky, it's not even Breaking Bad. Perhaps it comes closest to these in the context of western adult visual novels (something LiL tries not to be), but these are even more outrageously absurd comparisons than Dragon Quest. LiL has an interesting amount of depth, a huge amount of potential, and can be charming in its own way, but for as long as the developer decides to keep showing his ass by doing shit like self-inserting his own petty grievances - not around things like "boy the lines at the DMV sure are long," but literally things like "I treated this one specific person at Patreon like a fucking idiot and they banned me for it, how unfair" - it can never be taken even remotely seriously. The developer's antagonism towards his audience, resentment of the business model in the industry he exists in, and his own personal dissatisfaction with his income are all completely unmasked and spoken verbatim by his characters. The funny thing is is that you can actually do those kinds of things in a work like this that's intended to be meta and surrealist, but Selly goes so overboard with it that it only serves to directly paint him as a childish narcissist megalomaniac and is only worthy of an eyeroll. The reason why so few people on the outside knew that James Corden, Oprah, or Ellen Degeneres are such assholes is because they maintained professional distance. There's very little here.

- You have never played Elden Ring and are not familiar with it at all, especially if you think that's what 12 year olds are watching on Twitch. Your original argument hinged upon the completion of ostensibly arduous tasks in a "simple RPG" in order to gain some reward at the end. Soulslike action RPGs, which Elden Ring is the pinnacle of, are the standout examples of this exact philosophy in video gaming. They're not the dopamine firehoses most people would rather play than do homework or read a book unless those people are absolute chads. They're games that you need to lock into and settle down for a long haul of frustration and adversity, and only give you delayed gratification after mastering the extremely complex skillsets they require. Elden Ring and Bloodborne especially reward this earned mastery with incredibly rich lore and storylines. George RR Martin worked on Elden Ring for fuck's sake.

- The "artistic intention" you're clinging onto in this instance is save-scumming to accomplish a task as deep and as nuanced as a game of sudoku. I don't find that installing URM and using it to breeze through arbitrary time-sucks to be that far removed from needing to save-scum, both are cheesy workarounds for poor game design, and I don't give a shit what the developer's intention is, because he's proved he can be a fucking idiot in equal measures to his genius. The mere fact that I'm spending this long to address your points one by one is prima facie evidence that I'm not the quivering, dopamine-insufficient, TikTok-brained "child playing with toys" you'd like to uncharitably paint me as, and I would argue that the mere act of slogging through the immense length of this game and posting in this thread at all was enough to defeat that standard.

The fact is that the developer of this game is always trying to extend its playtime as much as possible in ways that are meaningless, likely because he thinks it will make him more money, and I choose not to engage with these efforts because I've determined they're a waste of my time, just like continuing to engage with you is, because I don't believe that any combination of words that come out of my keyboard, no matter how well-reasoned, will ever change your mind on any topic.
 

PrincessEuphy

New Member
Nov 22, 2021
11
24
Maybe my brain isn't wrinkly enough to understand, but I fail to see how a deliberately poor user experience makes for effective storytelling. If a game (LiL in this case) doesn't want people to play it and makes the experience a drag, then the logical result is... that the player base drops it and spends their gaming time on something else. I suppose if the end goal is to curate a tiny audience of masochists then its fine, but if the creator actually wants people to see and appreciate their work, I can't imagine a more counterproductive angle to take. Surely there's a better way to use game mechanics to convey a world that hates Akira.
THE
GAME
FLASHES
THE
TEXT
"STOP PLAYING LESSONS IN LOVE"
CONSTANTLY
 

Izzard

New Member
Jul 16, 2018
3
1
Is it only me, or does it take longer and longer to load into game with each update?
Yep, game is getting very unstable. I had one or two crashes from Ren'py apparently running out of memory. Game is getting rather unwieldy and there might be a memory leak or two in there. It's probably not helped by keeping so many saves
 
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