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DeanNoriko

Member
Aug 20, 2022
159
922
So I had the "benefit" of playing this game from start to finish without too many interruptions in the last few weeks, so all available content is still fresh in my mind.
There's of course a lot I appreciated about it. Yet the game design has only suffered the more you play, and it feels like it's done maliciously. Why ? Does the dev hate his game's playerbase ?
I don't want to make this a full review so I'll just list here some of the worst examples in my opinion.
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I saw someone earlier arguing that intentionally bad gameplay design is a form of expression in video games. I don't agree that's the case here at all. Harsh design is supposed to at least convey feelings or offer opportunity for skill expression, and most importantly, should respect the player's time.
You're not supposed to win that absurdly hard mini game in Danganronpa V3, you're supposed to lose it in order to progress. If you practice enough to win it, good for you, it's actually quite the achievement and the game rewards you with a scene, but that's it. You're not forced to do it again until you win. The grinding in Undertale's genocide route is admittedly annoying and made unpleasant to convey how awful your actions are, but at least you won't spend more than 30 to 45 minutes per area. The gameplay loop in Papers Please can be extremely stressful and convoluted, but it's made that way to convey how dystopian Arstotzka is and is regularly interrupted by main events occurring in your booth.
I don't see any of this in LiL. Clicking while pressing CTRL until something happens is boring. Trying every contact in my phone until one of them works is extremely annoying. Giving hours of my time to killing green blobs in a pixelated world conveys me nothing, we already know Sensei is fucked up inside. There's no skill involved in trying every combination of choices until you beat a boss.

This is just my assumption, but I can only interpret this as the dev being complacent at maintaining a good gameplay loop first, and taking advantage of people sinking hundred of hours in his game already to get away with whatever silly jokes he wants to put in his game.
All your points are valid and also reflect the general consensus in this thread (with a few exceptions, as you mentioned, which are in the vast minority, I would say).

The conclusion is basically as follows:
Selebus (the dev) is a bit of a dick and also high on his own farts and doesn't mind that the players need to suffer through his dog shit idea of gameplay. In his mind, I guess, the "difficulty" of traversing through the gameplay loop is meant to mirror the struggle Akira is having traversing through life with his self-loathing and depressive approach, making the player identify with him when having to click through repetitive dialogue and guess what to do next.
Obviously, as you mentioned, this does not work. But Sel also admitted that he is a shit programmer and basically most aspects of the game besides the writing and rendering (to an extent, he has become pretty lazy about animations for example) are done in a rather sloppy way. But I suppose from his view the end justifies the means.

Looking at the reviews on this site, many players get thrown off the game because of these arbitrary design decisions, which is a shame. But as I mentioned earlier, Sel seems himself as a form of GOD god and anyone who does not appreciate his decisions is simply unworthy and should not play his game then.
We learned to live with it. At the end of the day, the writing is so good that it makes it worthwhile to suffer through the "gameplay" loops for new snippets of juicy lore and plot developments.
 

Yggdrasil_Frahma

Formerly 'PrincessEuphy'
Nov 22, 2021
103
163
It's hard not to be "high on your own farts" when the complainers are people suggesting Working Adults two hundred hours into Lessons in Love will be spending weeks in Sensei Quest
Alas I have 30 minutes of game time per week and so it will take me a full month to get through sensei quest... What a realistic and horrible scenario that should morph game design... Won't anyone thinking of the Working Adults... :'(
 

Riolol

Active Member
Jan 14, 2021
842
2,429
It's hard not to be "high on your own farts" when the complainers are people suggesting Working Adults two hundred hours into Lessons in Love will be spending weeks in Sensei Quest
Alas I have 30 minutes of game time per week and so it will take me a full month to get through sensei quest... What a realistic and horrible scenario that should morph game design... Won't anyone thinking of the Working Adults... :'(
This guy's head is so far up Selly's ass he can count his teeth.
 

barglenarglezous

Engaged Member
Sep 5, 2020
2,740
5,688
It's hard not to be "high on your own farts" when the complainers are people suggesting Working Adults two hundred hours into Lessons in Love will be spending weeks in Sensei Quest
Alas I have 30 minutes of game time per week and so it will take me a full month to get through sensei quest... What a realistic and horrible scenario that should morph game design... Won't anyone thinking of the Working Adults... :'(
It takes 90 minutes to farm enough cash to buy the things you need to progress, tops.
 

Yggdrasil_Frahma

Formerly 'PrincessEuphy'
Nov 22, 2021
103
163
The low level of argumentation here is just really off-putting. There is of course room for critique and improvement, one may say nothing is ever in perfect form and there is an infinite skill ceiling to everything including the writing. I don't think SENSEI QUEST was the best possible execution of Selebus's idea here and it's possible with better programming abilities it would take a different, more respectably malicious form. However, that is far from the level of discourse present here. "This thing shouldn't be time-consuming since I'm a working adult" is the kind of low level garbage you see in highly upvoted reddit comments. It's so unfathomably self-centered and deconstructive. One does not even realizing that their true intention is to argue about why everything should suit their own preferences and desires as maximally as possible rather than to be constructive. "I like this thing, I dislike this thing, ergo the thing I dislike fails and should be more similar to the thing I like," incredible discourse there, exactly what's going to convince an author to change their methods. This failed all the way back in 2020 when mast*bators asked for happy scenes to be removed so they dont feel get surprised by horror with their dick in hand, or when a deaf person asked for audio cues to be removed, etc... There is just an eternal compulsion to argue for why games and art should change to suit oneself rather than the other way around.

I mean, in this case it even shows ignorance as well; as another user astutely pointed out, Sensei Quest played normally is 1.5 - 2 hours long. Yet those who skip it shake in fear, aaah, what a massive grind, how is it even possible to do this, it would take weeks and weeks, aaah! But in reality it takes no time at all. We see that a huge number of people critiquing something did not engage with it at all. They have no idea of what it is. Why would any author spend 1 second respecting an opinion from someone like that? You have to at least reach a base level of argumentation first. Well, not to get likes and upvotes from other people who jump at the slightest opportunity to feel justified and correct; misery and spite love company. But to actual engage in meaningful discourse and have a point, you need to go much beyond that. If you're going to critique something at least understand it first. Argumentation on this level is discarded out of hand without even deserving a reply.

Imagine yourself in a dark room. You squint really hard to see in the darkness. There's infinite possibilities for what could be before you. Then, a light comes on. Suddenly you can see. What happens now? You stop looking. You stop seeing the darkness. Everything is before you in definite form. And that's where the world ends. This is a metaphor for thinking. Don't trust the lights so much. Try to spend more time squinting in the dark.
 
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Bingoogus

Engaged Member
Sep 5, 2021
3,555
9,311
The low level of argumentation here is just really off-putting. There is of course room for critique and improvement, one may say nothing is ever in perfect form and there is an infinite skill ceiling to everything including the writing. I don't think SENSEI QUEST was the best possible execution of Selebus's idea here and it's possible with better programming abilities it would take a different, more respectably malicious form. However, that is far from the level of discourse present here. "This thing shouldn't be time-consuming since I'm a working adult" is the kind of low level garbage you see in highly upvoted reddit comments. It's so unfathomably self-centered and deconstructive. One does not even realizing that their true intention is to argue about why everything should suit their own preferences and desires as maximally as possible rather than to be constructive. "I like this thing, I dislike this thing, ergo the thing I dislike fails and should be more similar to the thing I like," incredible discourse there, exactly what's going to convince an author to change their methods. This failed all the way back in 2020 when mast*bators asked for happy scenes to be removed so they dont feel get surprised by horror with their dick in hand, or when a deaf person asked for audio cues to be removed, etc... There is just an eternal compulsion to argue for why games and art should change to suit oneself rather than the other way around.

I mean, in this case it even shows ignorance as well; as another user astutely pointed out, Sensei Quest played normally is 1.5 - 2 hours long. Yet those who skip it shake in fear, aaah, what a massive grind, how is it even possible to do this, it would take weeks and weeks, aaah! But in reality it takes no time at all. We see that a huge number of people critiquing something did not engage with it at all. They have no idea of what it is. Why would any author spend 1 second respecting an opinion from someone like that? You have to at least reach a base level of argumentation first. Well, not to get likes and upvotes from other people who jump at the slightest opportunity to feel justified and correct; misery and spite love company. But to actual engage in meaningful discourse and have a point, you need to go much beyond that. If you're going to critique something at least understand it first. Argumentation on this level is discarded out of hand without even deserving a reply.

Imagine yourself in a dark room. You squint really hard to see in the darkness. There's infinite possibilities for what could be before you. Then, a light comes on. Suddenly you can see. What happens now? You stop looking. You stop seeing the darkness. Everything is before you in definite form. And that's where the world ends. This is a metaphor for thinking. Don't trust the lights so much. Try to spend more time squinting in the dark.
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Yggdrasil_Frahma

Formerly 'PrincessEuphy'
Nov 22, 2021
103
163
I'm honestly just glad you replied to me Bingoogus, thank you, it's like my father noticing me for the first time :')
 

DeanNoriko

Member
Aug 20, 2022
159
922
The low level of argumentation here is just really off-putting. There is of course room for critique and improvement, one may say nothing is ever in perfect form and there is an infinite skill ceiling to everything including the writing. I don't think SENSEI QUEST was the best possible execution of Selebus's idea here and it's possible with better programming abilities it would take a different, more respectably malicious form. However, that is far from the level of discourse present here. "This thing shouldn't be time-consuming since I'm a working adult" is the kind of low level garbage you see in highly upvoted reddit comments. It's so unfathomably self-centered and deconstructive. One does not even realizing that their true intention is to argue about why everything should suit their own preferences and desires as maximally as possible rather than to be constructive. "I like this thing, I dislike this thing, ergo the thing I dislike fails and should be more similar to the thing I like," incredible discourse there, exactly what's going to convince an author to change their methods. This failed all the way back in 2020 when mast*bators asked for happy scenes to be removed so they dont feel get surprised by horror with their dick in hand, or when a deaf person asked for audio cues to be removed, etc... There is just an eternal compulsion to argue for why games and art should change to suit oneself rather than the other way around.

I mean, in this case it even shows ignorance as well; as another user astutely pointed out, Sensei Quest played normally is 1.5 - 2 hours long. Yet those who skip it shake in fear, aaah, what a massive grind, how is it even possible to do this, it would take weeks and weeks, aaah! But in reality it takes no time at all. We see that a huge number of people critiquing something did not engage with it at all. They have no idea of what it is. Why would any author spend 1 second respecting an opinion from someone like that? You have to at least reach a base level of argumentation first. Well, not to get likes and upvotes from other people who jump at the slightest opportunity to feel justified and correct; misery and spite love company. But to actual engage in meaningful discourse and have a point, you need to go much beyond that. If you're going to critique something at least understand it first. Argumentation on this level is discarded out of hand without even deserving a reply.

Imagine yourself in a dark room. You squint really hard to see in the darkness. There's infinite possibilities for what could be before you. Then, a light comes on. Suddenly you can see. What happens now? You stop looking. You stop seeing the darkness. Everything is before you in definite form. And that's where the world ends. This is a metaphor for thinking. Don't trust the lights so much. Try to spend more time squinting in the dark.
I don't know why you chose to confront me of all people on the topic of Sensei Quest, when I am one of the very few who defended Sel for this reset puzzle and put forth some arguments towards why this one is one of the better puzzles:
So I just finished my playthrough last night and now got around to read up on all the feedback and theory crafting.
As per usual, our lore masters Moonflare, aramaug and bargle didn't disappoint, some very nice theories and thought experiments, wonderful!

However, before I start with my general feedback post, I wanted to touch on one subject that I was personally surprised to find a heated discussion for:
The reset puzzle.

Now, please bear with me, because I will actually take a bit of an opposed stance on this from the general consensus in this thread.
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But it seems like you came to the same conclusion as me anyway, that while its intention was fine and showed some potential, Sel ultimately failed at the execution and made it more bland than it had to be.

Now the only one with an off-putting approach to a discussion is yourself, who is constantly attacking or at least provoking people on here.
I don't condone others joking about you being Sel's alt account or dismissing anything you say either, I think that is unnecessary too. And while I can imagine that's annoying for you, you're not exactly helping either with your hostile tone. This is probably why people compare you to Sel, he is similarly hot-tempered and confrontational during some discussions on the Lilcord (or on here, from what I've heard).

So why don't we all just chill the fuck out and look forward to the next update?
Or better yet, discuss the more pressing matters at hand: Why Akira's dick so big?
 

BlackDays

Active Member
Jan 30, 2021
542
594
My take on Sensei Quest is like Sel just took up what has been there for a long time.
A lot of people just don't seem to know how eroges had been way back.

I don't know if his attempt was fueled by nostalgia or was meant as a joke/mocking/sarcasm or whatever mean intent.

What i can say is, that meaningless grinding is always bad.
So IF his intention was aiming to nostalgia, he should have gone with time.
Make grinding meaningful by incorporating current concepts, like get ingredient from mop a and comine with ingredient from mop b, or whatever which makes you stronger so grinding feels rewarding.

All in all it feels like Sel is incorporating different eroge sub genres, just not in an entertaining way.
 

Yggdrasil_Frahma

Formerly 'PrincessEuphy'
Nov 22, 2021
103
163
I don't know why you chose to confront me of all people on the topic of Sensei Quest, when I am one of the very few who defended Sel for this reset puzzle and put forth some arguments towards why this one is one of the better puzzles:

But it seems like you came to the same conclusion as me anyway, that while its intention was fine and showed some potential, Sel ultimately failed at the execution and made it more bland than it had to be.

Now the only one with an off-putting approach to a discussion is yourself, who is constantly attacking or at least provoking people on here.
I don't condone others joking about you being Sel's alt account or dismissing anything you say either, I think that is unnecessary too. And while I can imagine that's annoying for you, you're not exactly helping either with your hostile tone. This is probably why people compare you to Sel, he is similarly hot-tempered and confrontational during some discussions on the Lilcord (or on here, from what I've heard).

So why don't we all just chill the fuck out and look forward to the next update?
Or better yet, discuss the more pressing matters at hand: Why Akira's dick so big?
I wasn't confronting you. I just read through the previous posts and replied in general. If anything it was a confrontation of Aegirine.

And don't worry, I'm not annoyed by any responses. This is just a character I'm playing. If I wanted to be convincing and win over people with charisma I would not be insulting their level of discourse.
 

skwada

Member
Feb 13, 2020
115
392
The low level of argumentation here is just really off-putting. There is of course room for critique and improvement, one may say nothing is ever in perfect form and there is an infinite skill ceiling to everything including the writing. I don't think SENSEI QUEST was the best possible execution of Selebus's idea here and it's possible with better programming abilities it would take a different, more respectably malicious form. However, that is far from the level of discourse present here. "This thing shouldn't be time-consuming since I'm a working adult" is the kind of low level garbage you see in highly upvoted reddit comments. It's so unfathomably self-centered and deconstructive. One does not even realizing that their true intention is to argue about why everything should suit their own preferences and desires as maximally as possible rather than to be constructive. "I like this thing, I dislike this thing, ergo the thing I dislike fails and should be more similar to the thing I like," incredible discourse there, exactly what's going to convince an author to change their methods. This failed all the way back in 2020 when mast*bators asked for happy scenes to be removed so they dont feel get surprised by horror with their dick in hand, or when a deaf person asked for audio cues to be removed, etc... There is just an eternal compulsion to argue for why games and art should change to suit oneself rather than the other way around.

I mean, in this case it even shows ignorance as well; as another user astutely pointed out, Sensei Quest played normally is 1.5 - 2 hours long. Yet those who skip it shake in fear, aaah, what a massive grind, how is it even possible to do this, it would take weeks and weeks, aaah! But in reality it takes no time at all. We see that a huge number of people critiquing something did not engage with it at all. They have no idea of what it is. Why would any author spend 1 second respecting an opinion from someone like that? You have to at least reach a base level of argumentation first. Well, not to get likes and upvotes from other people who jump at the slightest opportunity to feel justified and correct; misery and spite love company. But to actual engage in meaningful discourse and have a point, you need to go much beyond that. If you're going to critique something at least understand it first. Argumentation on this level is discarded out of hand without even deserving a reply.

Imagine yourself in a dark room. You squint really hard to see in the darkness. There's infinite possibilities for what could be before you. Then, a light comes on. Suddenly you can see. What happens now? You stop looking. You stop seeing the darkness. Everything is before you in definite form. And that's where the world ends. This is a metaphor for thinking. Don't trust the lights so much. Try to spend more time squinting in the dark.
When you're replying to people you tend to choose one tiny point from their posts and go on a rant about it, missing the big picture and falling into the same fallacious line of reasoning that you're complaining about (deconstructive strawman arguments). In this case, the big picture is that people feel like the pointless grinding is a waste of their time.

The "it'll take multiple weeks" is definitely extreme hyperbole, I agree with you on that. Here's a few points from that guy's post that have real substance, i.e. the whole rest of his post:
  • Sandbox gameplay: used to be ok but now suffers from the fact that the content is sparsely distributed amongst a huge number of options so the player ends up clicking random options over and over until they happen to trigger an event
    • E.g. phone calls - having to call a specific character on a specific week day during a specific time slot is not intuitive at all
  • Affection/Lust: used to be ok but is now very grindy due to the number of characters and the affection/lust point requirements being arbitrarily chosen
    • The love/lust reqs used to be on intervals of 5 but e.g. recent Makoto events have reqs of 30 / 49
 

Yggdrasil_Frahma

Formerly 'PrincessEuphy'
Nov 22, 2021
103
163
When you're replying to people you tend to choose one tiny point from their posts and go on a rant about it, missing the big picture and falling into the same fallacious line of reasoning that you're complaining about (deconstructive strawman arguments). In this case, the big picture is that people feel like the pointless grinding is a waste of their time.

The "it'll take multiple weeks" is definitely extreme hyperbole, I agree with you on that. Here's a few points from that guy's post that have real substance, i.e. the whole rest of his post:
  • Sandbox gameplay: used to be ok but now suffers from the fact that the content is sparsely distributed amongst a huge number of options so the player ends up clicking random options over and over until they happen to trigger an event
    • E.g. phone calls - having to call a specific character on a specific week day during a specific time slot is not intuitive at all
  • Affection/Lust: used to be ok but is now very grindy due to the number of characters and the affection/lust point requirements being arbitrarily chosen
    • The love/lust reqs used to be on intervals of 5 but e.g. recent Makoto events have reqs of 30 / 49
My broader point (not meeting the art at its level, using fallacious reasoning to justify one's dislike) applies to all of it. I bring up the individual points only in reference. No strawmanning needed.

Wasting time - indeed, the game is trying to waste your time. It therefore makes no sense to critique it for wasting your time. This is like critiquing a silent film for not having spoken dialogue. Of course, you can say "I do not like having my time wasted," that's fair, but this does not translate to an active or meaningful critique of the work. Indeed, you can say my broader point is that failing to distinguish personal dislike with meaningful critique is the problem here. It is not the case that just because someone dislikes something that whatever reasoning they come up for justifying that dislike is meaningful. Meaningful critique requires meeting the work at its level and suggesting improvements within its intended vector, which is by and large not happening here. (That said, to be clear, this is not something unique to F95 users; people in general have, as is such a meme, low media literacy, and in general respond to unhappy feelings by trying to attack the source of said feelings. Measured critique is rare.)

Sandbox gameplay - it is, to my understanding, completely purposeful that as the game goes on progression gets increasingly obtuse and annoying. The purpose is not to be intuitive and provide a clear method of progression at all times. Any meaningful critique of the Sandbox gameplay will have to first begin on this level. What are better ways the game could be obtuse and time-wasting while still being obtuse and time-wasting? That's a pretty complex subject, isn't it? It would be interesting to see what people could come up with. Instead, we get very meaningless statements like "it is not intuitive." Does one imagine Selebus necessitates an arbitrary phone call to an arbitrary person at an arbitrary time slot and thinks "Yep, this is intuitive, all according to plan?" No. Do people think that Selebus has no awareness it's annoying to grind Wakana or Chinami affection or whatever with limited weekend slots? Hopefully not. Therefore, how the fuck is one supposed to respond to observations like "Sir, this is not intuitive!" I'm sorry to say there is no response except to grimace a bit. You've not met the game with that level of critique. You have to think: "Okay, this is not intuitive, how to we present this in a way players will agree with instead of get upset about?" And once you have an answer, present your critique like that. As an example: "I would feel better about the arbitrary way in which we have to guess when to call people if the story better emphasized that Sensei himself was randomly calling and that it was frustrating for him too when nobody answered, because then it would feel like the developer is self-aware at least." (This, of course, is up for debate itself, but at least it's working within the intended context of the game.) In short, It would be beneficial to think a bit more about these matters. If you want to critique the sandbox, it needs to be more internal to the game. And to be clear, I think the sandbox is not very creative or well-made in particular. But the question of how to maintain this obtuse, intentionally abrasive / unintuitive progression while improving it is actually a very difficult one. So I don't go about posting lazy "critiques" which in reality mean and say nothing. I'm still thinking about how it could be done better within this context.

You can think of this in relation to deaf players complaining about the audio cues BTW. It is literally impossible for them to progress on their own. That can't be a pleasant feeling. But it clearly makes no sense to critique the game for using audio to convey important information. If the game didn't do that it wouldn't be Lessons in Love anymore. That is a "critique from the angle of accessibility" (external) vs "a critique for the ideal form of a game as intended" (internal). And I think in general we should want creators resilient to a storm of meaningless external critique since that's how you end up with generic slurry. It's to some degree ironic that LiL has attracted so many with its boldness, yet as soon as that boldness is unpleasant in any way the player turns their back and starts complaining. I think that an interesting thing to think about here may be the bugs. I know someone deathly afraid of bugs who quit LiL immediately because it has a lot of bugs. However, it's unlikely f95 bros are in particular upset about bugs. That's 50% because the average person is not so afraid of bugs and 50% because it's clearly part of the artistic purpose to have so many bugs. This is to say, people UNDERSTAND the bugs as internal to the work and would no more say to remove them as they would say to make every heroine an adult. It's only when things get more nuanced and abstract like game design that people start failing to understand, then add on personal displeasure and it's a recipe for disaster. It's just a bit too hard to understand something being unpleasant and unintuitive and so on can be on purpose. The user I responded to suggested awareness of this, but then immediately indicated that it would be acceptable only if, for example, it had skill expression. We can see the absurdity here. Imagine the bug-hater suggesting that bugs are only okay in specific contexts like the bugs are mostly out of frame, or if there's an option in the menu to turn bugs off... Who respects the artistic integrity of World of Warcraft including an option to make all the spiders lobsters in their spider expansion?

Affection/Lust: "used to be ok but is now very grindy": Yeah, this is yet another case that is the above 1:1. That is indeed the purpose. It is no secret that Selebus does not look fondly on western eroge gamifying lust and designing their games around you like fucking heroines silly. There is heavy nuance in the lust scenes within LiL that you are seeing the consequences of sex addiction - the consequences of taking girls and fucking them way too much (like Ayane getting so coomer brained she banged Sensei in a dangerous position and got caught by Kirin). This is to say that there is an intention that grinding lust is NOT a good thing. It is NOT a pleasant activity. It does NOT have pleasant consequences. Therefore: if one is to want to critique lust, you have to engage at this level. This sucks - okay, yes, so what? Lessons in Love will NEVER make it fun to grind lust. The activity will never be fun and encouraging. It wants you to fucking stop, if I'm being honest. So you need to suggest ways in which to make grinding lust suck but in a way which feels superior to the current execution. Off the top of my head, something I may say is that each point of lust should have its own scene, and the scenes could be really unpleasant, like Sensei is really blunt and you feel the damage he is causing in that moment blah blah. Envision him telling the heroine to shut up or whatever so it's mostly a silent and unpleasant affair. This would maintain most unpleasant aspects of the system while not feeling like a low-effort grind. However, I'm not fully sure on that, since there may be a purpose specifically to the repetition that I'm missing. All of this is to say that there is indeed likely room for improvement here, but the improvement will never and should never come in the form of making it not feel like a horrible and unpleasant time. (And therefore the post was total hogwash with zero substance.)
 

Dc345

Well-Known Member
May 27, 2020
1,060
7,082
My broader point (not meeting the art at its level, using fallacious reasoning to justify one's dislike) applies to all of it. I bring up the individual points only in reference. No strawmanning needed.

Wasting time - indeed, the game is trying to waste your time. It therefore makes no sense to critique it for wasting your time. This is like critiquing a silent film for not having spoken dialogue. Of course, you can say "I do not like having my time wasted," that's fair, but this does not translate to an active or meaningful critique of the work. Indeed, you can say my broader point is that failing to distinguish personal dislike with meaningful critique is the problem here. It is not the case that just because someone dislikes something that whatever reasoning they come up for justifying that dislike is meaningful. Meaningful critique requires meeting the work at its level and suggesting improvements within its intended vector, which is by and large not happening here. (That said, to be clear, this is not something unique to F95 users; people in general have, as is such a meme, low media literacy, and in general respond to unhappy feelings by trying to attack the source of said feelings. Measured critique is rare.)

Sandbox gameplay - it is, to my understanding, completely purposeful that as the game goes on progression gets increasingly obtuse and annoying. The purpose is not to be intuitive and provide a clear method of progression at all times. Any meaningful critique of the Sandbox gameplay will have to first begin on this level. What are better ways the game could be obtuse and time-wasting while still being obtuse and time-wasting? That's a pretty complex subject, isn't it? It would be interesting to see what people could come up with. Instead, we get very meaningless statements like "it is not intuitive." Does one imagine Selebus necessitates an arbitrary phone call to an arbitrary person at an arbitrary time slot and thinks "Yep, this is intuitive, all according to plan?" No. Do people think that Selebus has no awareness it's annoying to grind Wakana or Chinami affection or whatever with limited weekend slots? Hopefully not. Therefore, how the fuck is one supposed to respond to observations like "Sir, this is not intuitive!" I'm sorry to say there is no response except to grimace a bit. You've not met the game with that level of critique. You have to think: "Okay, this is not intuitive, how to we present this in a way players will agree with instead of get upset about?" And once you have an answer, present your critique like that. As an example: "I would feel better about the arbitrary way in which we have to guess when to call people if the story better emphasized that Sensei himself was randomly calling and that it was frustrating for him too when nobody answered, because then it would feel like the developer is self-aware at least." (This, of course, is up for debate itself, but at least it's working within the intended context of the game.) In short, It would be beneficial to think a bit more about these matters. If you want to critique the sandbox, it needs to be more internal to the game. And to be clear, I think the sandbox is not very creative or well-made in particular. But the question of how to maintain this obtuse, intentionally abrasive / unintuitive progression while improving it is actually a very difficult one. So I don't go about posting lazy "critiques" which in reality mean and say nothing. I'm still thinking about how it could be done better within this context.

You can think of this in relation to deaf players complaining about the audio cues BTW. It is literally impossible for them to progress on their own. That can't be a pleasant feeling. But it clearly makes no sense to critique the game for using audio to convey important information. If the game didn't do that it wouldn't be Lessons in Love anymore. That is a "critique from the angle of accessibility" (external) vs "a critique for the ideal form of a game as intended" (internal). And I think in general we should want creators resilient to a storm of meaningless external critique since that's how you end up with generic slurry. It's to some degree ironic that LiL has attracted so many with its boldness, yet as soon as that boldness is unpleasant in any way the player turns their back and starts complaining. I think that an interesting thing to think about here may be the bugs. I know someone deathly afraid of bugs who quit LiL immediately because it has a lot of bugs. However, it's unlikely f95 bros are in particular upset about bugs. That's 50% because the average person is not so afraid of bugs and 50% because it's clearly part of the artistic purpose to have so many bugs. This is to say, people UNDERSTAND the bugs as internal to the work and would no more say to remove them as they would say to make every heroine an adult. It's only when things get more nuanced and abstract like game design that people start failing to understand, then add on personal displeasure and it's a recipe for disaster. It's just a bit too hard to understand something being unpleasant and unintuitive and so on can be on purpose. The user I responded to suggested awareness of this, but then immediately indicated that it would be acceptable only if, for example, it had skill expression. We can see the absurdity here. Imagine the bug-hater suggesting that bugs are only okay in specific contexts like the bugs are mostly out of frame, or if there's an option in the menu to turn bugs off... Who respects the artistic integrity of World of Warcraft including an option to make all the spiders lobsters in their spider expansion?

Affection/Lust: "used to be ok but is now very grindy": Yeah, this is yet another case that is the above 1:1. That is indeed the purpose. It is no secret that Selebus does not look fondly on western eroge gamifying lust and designing their games around you like fucking heroines silly. There is heavy nuance in the lust scenes within LiL that you are seeing the consequences of sex addiction - the consequences of taking girls and fucking them way too much (like Ayane getting so coomer brained she banged Sensei in a dangerous position and got caught by Kirin). This is to say that there is an intention that grinding lust is NOT a good thing. It is NOT a pleasant activity. It does NOT have pleasant consequences. Therefore: if one is to want to critique lust, you have to engage at this level. This sucks - okay, yes, so what? Lessons in Love will NEVER make it fun to grind lust. The activity will never be fun and encouraging. It wants you to fucking stop, if I'm being honest. So you need to suggest ways in which to make grinding lust suck but in a way which feels superior to the current execution. Off the top of my head, something I may say is that each point of lust should have its own scene, and the scenes could be really unpleasant, like Sensei is really blunt and you feel the damage he is causing in that moment blah blah. Envision him telling the heroine to shut up or whatever so it's mostly a silent and unpleasant affair. This would maintain most unpleasant aspects of the system while not feeling like a low-effort grind. However, I'm not fully sure on that, since there may be a purpose specifically to the repetition that I'm missing. All of this is to say that there is indeed likely room for improvement here, but the improvement will never and should never come in the form of making it not feel like a horrible and unpleasant time. (And therefore the post was total hogwash with zero substance.)
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Fire Lord Zuko

Active Member
Aug 20, 2021
723
3,799
My broader point (not meeting the art at its level, using fallacious reasoning to justify one's dislike) applies to all of it. I bring up the individual points only in reference. No strawmanning needed.

Wasting time - indeed, the game is trying to waste your time. It therefore makes no sense to critique it for wasting your time. This is like critiquing a silent film for not having spoken dialogue. Of course, you can say "I do not like having my time wasted," that's fair, but this does not translate to an active or meaningful critique of the work. Indeed, you can say my broader point is that failing to distinguish personal dislike with meaningful critique is the problem here. It is not the case that just because someone dislikes something that whatever reasoning they come up for justifying that dislike is meaningful. Meaningful critique requires meeting the work at its level and suggesting improvements within its intended vector, which is by and large not happening here. (That said, to be clear, this is not something unique to F95 users; people in general have, as is such a meme, low media literacy, and in general respond to unhappy feelings by trying to attack the source of said feelings. Measured critique is rare.)

Sandbox gameplay - it is, to my understanding, completely purposeful that as the game goes on progression gets increasingly obtuse and annoying. The purpose is not to be intuitive and provide a clear method of progression at all times. Any meaningful critique of the Sandbox gameplay will have to first begin on this level. What are better ways the game could be obtuse and time-wasting while still being obtuse and time-wasting? That's a pretty complex subject, isn't it? It would be interesting to see what people could come up with. Instead, we get very meaningless statements like "it is not intuitive." Does one imagine Selebus necessitates an arbitrary phone call to an arbitrary person at an arbitrary time slot and thinks "Yep, this is intuitive, all according to plan?" No. Do people think that Selebus has no awareness it's annoying to grind Wakana or Chinami affection or whatever with limited weekend slots? Hopefully not. Therefore, how the fuck is one supposed to respond to observations like "Sir, this is not intuitive!" I'm sorry to say there is no response except to grimace a bit. You've not met the game with that level of critique. You have to think: "Okay, this is not intuitive, how to we present this in a way players will agree with instead of get upset about?" And once you have an answer, present your critique like that. As an example: "I would feel better about the arbitrary way in which we have to guess when to call people if the story better emphasized that Sensei himself was randomly calling and that it was frustrating for him too when nobody answered, because then it would feel like the developer is self-aware at least." (This, of course, is up for debate itself, but at least it's working within the intended context of the game.) In short, It would be beneficial to think a bit more about these matters. If you want to critique the sandbox, it needs to be more internal to the game. And to be clear, I think the sandbox is not very creative or well-made in particular. But the question of how to maintain this obtuse, intentionally abrasive / unintuitive progression while improving it is actually a very difficult one. So I don't go about posting lazy "critiques" which in reality mean and say nothing. I'm still thinking about how it could be done better within this context.

You can think of this in relation to deaf players complaining about the audio cues BTW. It is literally impossible for them to progress on their own. That can't be a pleasant feeling. But it clearly makes no sense to critique the game for using audio to convey important information. If the game didn't do that it wouldn't be Lessons in Love anymore. That is a "critique from the angle of accessibility" (external) vs "a critique for the ideal form of a game as intended" (internal). And I think in general we should want creators resilient to a storm of meaningless external critique since that's how you end up with generic slurry. It's to some degree ironic that LiL has attracted so many with its boldness, yet as soon as that boldness is unpleasant in any way the player turns their back and starts complaining. I think that an interesting thing to think about here may be the bugs. I know someone deathly afraid of bugs who quit LiL immediately because it has a lot of bugs. However, it's unlikely f95 bros are in particular upset about bugs. That's 50% because the average person is not so afraid of bugs and 50% because it's clearly part of the artistic purpose to have so many bugs. This is to say, people UNDERSTAND the bugs as internal to the work and would no more say to remove them as they would say to make every heroine an adult. It's only when things get more nuanced and abstract like game design that people start failing to understand, then add on personal displeasure and it's a recipe for disaster. It's just a bit too hard to understand something being unpleasant and unintuitive and so on can be on purpose. The user I responded to suggested awareness of this, but then immediately indicated that it would be acceptable only if, for example, it had skill expression. We can see the absurdity here. Imagine the bug-hater suggesting that bugs are only okay in specific contexts like the bugs are mostly out of frame, or if there's an option in the menu to turn bugs off... Who respects the artistic integrity of World of Warcraft including an option to make all the spiders lobsters in their spider expansion?

Affection/Lust: "used to be ok but is now very grindy": Yeah, this is yet another case that is the above 1:1. That is indeed the purpose. It is no secret that Selebus does not look fondly on western eroge gamifying lust and designing their games around you like fucking heroines silly. There is heavy nuance in the lust scenes within LiL that you are seeing the consequences of sex addiction - the consequences of taking girls and fucking them way too much (like Ayane getting so coomer brained she banged Sensei in a dangerous position and got caught by Kirin). This is to say that there is an intention that grinding lust is NOT a good thing. It is NOT a pleasant activity. It does NOT have pleasant consequences. Therefore: if one is to want to critique lust, you have to engage at this level. This sucks - okay, yes, so what? Lessons in Love will NEVER make it fun to grind lust. The activity will never be fun and encouraging. It wants you to fucking stop, if I'm being honest. So you need to suggest ways in which to make grinding lust suck but in a way which feels superior to the current execution. Off the top of my head, something I may say is that each point of lust should have its own scene, and the scenes could be really unpleasant, like Sensei is really blunt and you feel the damage he is causing in that moment blah blah. Envision him telling the heroine to shut up or whatever so it's mostly a silent and unpleasant affair. This would maintain most unpleasant aspects of the system while not feeling like a low-effort grind. However, I'm not fully sure on that, since there may be a purpose specifically to the repetition that I'm missing. All of this is to say that there is indeed likely room for improvement here, but the improvement will never and should never come in the form of making it not feel like a horrible and unpleasant time. (And therefore the post was total hogwash with zero substance.)
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