Like it or not, Selebus' way of telling the story is what has kept this going on despite Selebus.
[...] the basic idea is that, basic, but LiL has been kept afloat because of the execution of said idea.
Right, of course, LiL succeeds in "keeping going" and being "kept afloat", but—hear me out— it doesn't
need to:
Chapters 1-3 were great. The ending of Chapter 3 was just awesome. That's where Selebus should have stopped.
Chapter 4 is a different game. A sequel. Unnecessary, boring and stupid, as sequels always are.
It is okay for works of art to
end. A fundamental problem Selebus has though, is that it seems like he is doing everything possible to make sure that doesn't happen. This seems to manifest in vagueness, overabundance of literary nonsense, and inaction. There are many external factors to this of course, one could say if LiL ends, so does Selebus' ability to buy food, but being generous in putting that aside,
the simplicity of saying LiL is the longest visual novel in existance is not inherently a good thing.
Why does LiL need to be this grand unending concept which is applauded for its length; a concept that is not inherently good or bad? It seems to be a far too influencing factor in LiL as a corporate, and this has for sure affected the exhasting writing greatly. This results in the oppressing critique, which I am voicing, just far more harshly than how
Ma1phas has addressed it:
[...] But a lot of the rest is heavily reliant on minimal information, leaving the audience to speculate (which he seems to get mad about?). And the massive crutch of using deliberately opaque writing. Phrasing things in weird, murky ways is interesting in small doses, in large doses the sheen wears off and it just comes off as pretentious.