organord
Member
- Jun 10, 2020
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It's pretty interesting that even Murk's collar doesn't use the Enslavement enchant despite the scenario being literal slavery.
Like Natalya/Amber's collars, it is just a Sealing+Servitude collar so you retain free will, and it is your choice to resist or submit (though unlike Natalya/Amber you are physically restrained so you still need to escape under the rules set by that scenario, whereas with Natalya or Amber you can go about your adventures normally for the most part).
There is a Murk-specific obedience meter, and after it is half-full the resist options start getting grayed out as your mental conditioning progresses.
You have a few ways to escape if you don't want to get the bad end, though.
You can escape from being Vengar's captive too, though unlike the Murk path, I haven't played that one in-game and just saw it in the XMLs.
The main problem I see with slavery is that you can only be bound to one master, so whichever slavery "route" you commit to, it's still a dead end in terms of viewable content, unless you escape. It's not as if there can be infinite content written for each and every slavery route, so you will eventually tire of it.
This leads to the current weird situation, where characters who should technically be enslaving you are not actually using Enslavement collars, so you actually retain free will and can choose to resist/escape.
If you're truly Enslaved through the enchantment and cannot resist your owner, then the Bad End is just based on a binary toggle in the settings, rather than a series of gameplay decisions. There will have to be some handwaved reason for why you can escape that Enslavement, like your stronger aura somehow letting you ignore the mind-controlling portion of the enchant. Or perhaps your rescue is left in the hands of a specific unique NPC who will come and save you when Bad Ends are toggled off.
I feel that both are pretty weak solutions compared to the current Murk scenario, where it's more game-like and your choices matter.
But when you're "canonically" mind-controlled by the Enslavement, you don't really have many choices to escape that state, so some amount of ass-pull seems necessary.
Edit:
If true enslavement scenarios are intended to be solely for kink content and you shouldn't escape because you are only on that slave path if you (the player behind the screen) commits to it willingly, then that's just a developmental dead end since that content cannot canonically exist alongside a successful clear of the main quest.
This kind of dead-end-branched content should be done only after the main quest is much further along (or completed), compared to side quests that add flavor while also coexisting with the main quest instead of blocking it which can be added at any time (as long as it doesn't delay the main quest too much).
Like Natalya/Amber's collars, it is just a Sealing+Servitude collar so you retain free will, and it is your choice to resist or submit (though unlike Natalya/Amber you are physically restrained so you still need to escape under the rules set by that scenario, whereas with Natalya or Amber you can go about your adventures normally for the most part).
There is a Murk-specific obedience meter, and after it is half-full the resist options start getting grayed out as your mental conditioning progresses.
You have a few ways to escape if you don't want to get the bad end, though.
You can escape from being Vengar's captive too, though unlike the Murk path, I haven't played that one in-game and just saw it in the XMLs.
The main problem I see with slavery is that you can only be bound to one master, so whichever slavery "route" you commit to, it's still a dead end in terms of viewable content, unless you escape. It's not as if there can be infinite content written for each and every slavery route, so you will eventually tire of it.
This leads to the current weird situation, where characters who should technically be enslaving you are not actually using Enslavement collars, so you actually retain free will and can choose to resist/escape.
If you're truly Enslaved through the enchantment and cannot resist your owner, then the Bad End is just based on a binary toggle in the settings, rather than a series of gameplay decisions. There will have to be some handwaved reason for why you can escape that Enslavement, like your stronger aura somehow letting you ignore the mind-controlling portion of the enchant. Or perhaps your rescue is left in the hands of a specific unique NPC who will come and save you when Bad Ends are toggled off.
I feel that both are pretty weak solutions compared to the current Murk scenario, where it's more game-like and your choices matter.
But when you're "canonically" mind-controlled by the Enslavement, you don't really have many choices to escape that state, so some amount of ass-pull seems necessary.
Edit:
If true enslavement scenarios are intended to be solely for kink content and you shouldn't escape because you are only on that slave path if you (the player behind the screen) commits to it willingly, then that's just a developmental dead end since that content cannot canonically exist alongside a successful clear of the main quest.
This kind of dead-end-branched content should be done only after the main quest is much further along (or completed), compared to side quests that add flavor while also coexisting with the main quest instead of blocking it which can be added at any time (as long as it doesn't delay the main quest too much).
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