- Jul 5, 2021
- 1,403
- 2,279
But how much of the budget is for bears, though?
Price of salmon is going up, so they're taking quite a big bite out of the budget. Otoh, if the salmon run out they take a bite out of me so I'm stuck between a rock and a hard place.But how much of the budget is for bears, though?
I have brought up this exact point when dealing with "update when"/milker complaints in other threads. Glad to see this shared by a trusted developer.On a little side tangent, that's one reason why short releases cycles with little or no new content is a much better business practice, as it allows a dev team to keep kicking that line up before the effects of the last release wear off.
there is still a lot of story remaining for beyond the next update of chapter 7.on steam it says the planned release is second half of 2022, does that mean the next update is second half of 2022 or will the game be finished second half of 2022?
Maybe I'm overlooking something, but I didn't find this artist in the search results. Can you tell me what work they've done?Hmm, darkcookie's character design are always great I think, but I kinda hope super busty nerdy hijab girl finds her way onto the stage in some other incarnation at some point.
Summertime SagaMaybe I'm overlooking something, but I didn't find this artist in the search results. Can you tell me what work they've done?
Asking the important question!But how much of the budget is for bears, though?
Some interesting points here. The ludonarrative dissonance one in particular. I remember seeing some youtube vid about that not too long ago, specifically that the term was coined in connection with how in Bioshock, the gameplay and the storyline caused a dissonance as gameplay seems to reward players harvesting (killing) the little sisters, while the storyline seems to indicate this is bad, and the tension that derives from that is what the author of the original post the vid talked about called ludonarrative dissonance. They also made the point that ludonarrative dissonance wasn't a bad thing, btw, but that's neither here nor there.Chapter 3 is really lazily written. It manufactures drama by wresting control from the player's hands rather than having it arise organically from their choices.
Edit: And chapter 4 is continuing this ignoble tradition by forcing you to have dinner with your coworker. I declined the offer because I knew it would definitely result in an argument, but the game still insists that I go, which naturally pisses off the MC's daughter. This game has more railroads than Atlas Shrugged.
Edit 2: My frustration is exacerbated by how good the writing is apart from this. It's like the dev forgets everything they know about writing whenever they want a conflict to occur.
Edit 3: This isn't to say the writing is perfect because it's not. The game's systems give the player a lot of choice (railroaded arguments notwithstanding) but the MC himself lacks agency. He spends most of his time reacting to the characters around him rather than being proactive. In other words, there's considerable ludonarrative dissonance.
I think this is at the heart of a lot of arguments in the comments in multiple games. Some people assume that every game is of 'X' type where there can be no separation between the player and the MC.There is no emergent gameplay here like you might expect of Bioshock or The Sims. In a Visual Novel, like a regular novel, a
You may say false choice, I say option to give your MC a voice in a situation, even if in the end some even events will still take place. I know a lot of people enjoy that ability, and some don't, and I'm okay with that.(...) But, you can very easily solve this by simply NOT offering a fake choice of doing a certain action (like going to dinner). (...)
I'll second not even having a choice at all when there really isn't one. One caveat to that would be something like Macy's dream sequence, where the choices given were what she had wished she had said to her mother, but what ends up happening is what she had actually said. That was potent and with purpose, but yeah, maybe the dinner 'choice' could have simply been omitted.I do see what Adultress means though. I understand you (NaughtyRoad) want to tell a certain story. But, you can very easily solve this by simply NOT offering a fake choice of doing a certain action (like going to dinner). I too hate it when games do that.
Personally, I prefer visual novels which have NO choices at all because I simply want to watch the stories unfold without experiencing the constant 'fear of missing out' worry. In every visual novel I watch/play I always want to do everything and see all paths. That often involves a lot of saving and rolling back and reloading and following walkthroughs. It is really annoying and severely reduces the fun I have with these novels.
That's not actually true though. It's just the bigger story beats that will happen regardless.(...) You're unique in wanting VNs without choices at all, but I feel you. (...)