cxx

Message Maestro
Nov 14, 2017
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So what is remaining to do in the game? And why don't we get more sex scenes with Belle? Maybe a spell or trinket to make us shrink into belle's size to allow us to fuck her whenever we want, just an idea.
new game+ and what that brings and rest. there is size changing spell as you saw when "old witch" used it on mc but mc doesn't know that spell so he can't change belle's size or his size.
 

Seewolf

Active Member
Feb 27, 2019
556
1,330
I think it helps to understand my point of view for the epilogues if you consider me to subscribe to Sid Meier's philosophy of game design. Sid Meier has been a huge inspiration to me for years due to his economical and practical approach to every single gameplay choice in the games he supervises. The XCOM remake is a perfect example of this. He wasn't the designer for that game but he did help supervise the design.

In that game, most missions are received in pairs (or worse). Accepting one mission means abandoning another. Veterans of the genre will know that this was not part of the design philosophy of the original XCOM, so how come it was added here? This was a direct result of Sid Meier's influence. He advocates that any decision a game offers the player needs to be interesting. If a decision is not interesting, the player should never see it in the first place. What does "interesting" mean? It means that no choice you can make would be easy or obvious. Each option comes with pros and cons, requiring you to sacrifice something to gain something else. This feeds the addictive quality of the XCOM remake in a way that the original couldn't.

Each time you choose a mission in XCOM, you gain a benefit for doing so (assuming you succeed). But because you also had to turn down another mission to do this one, you suffer negative consequences from the mission you chose not to do. The magic here comes from the combination of positive and negative consequences. If all the difference between the two mission choices was in what positive effect it offers you, the choice would usually be quite straightforward: pick whatever you need the most for your chosen overall strategy. But because the negative consequences are so dramatic, sometimes, the need to avoid one of those might outweigh your desire to pick the positive outcome that would most directly benefit you. This is an interesting choice. Your decision is not a given beforehand, and you'll easily end up second-guessing yourself even after you have made your choice. I cannot overstate just how much more satisfying the gameplay loop becomes once you challenge the player's decision-making in this way.

You will see this school of game design in many aspects of LLtP, both in obvious and not-so-obvious ways. This is why most dialogue choices in the game will increase one variable while decreasing another. This is why I give you the option to threaten Nell with a breakup. This is why I offer alternate paths for some characters (with more to come, hopefully).

Sure, I don't always handle the consequences properly for opinion variables (something I wish to address in a future update), but the concept is there for the fleshing out. These things were done quite purposefully when I designed LLtP, years ago.

And this is why you will never see an ending in this game that is objectively better than the others. The more desirable an outcome is, the bigger the negative consequences of picking it. I don't want my players to have their cake and eat it too, even if there are decent enough arguments for creating scenarios where it could happen. Once decisions become obvious, why offer choice at all?

I want LLtP to be a good game. I want you to feel as if your decisions while playing it have weight to them. I want you to be invested in the choice you make while simultaneously regretting the ones you couldn't.
In all respect I disagree. I'm really not a fan of that kind of gaming philosophy. I don't like it if one decission excludes another. After all it's a game, which is supposed to make fun. Tough choices usually aren't fun, because of missing out something and being forced to have several playthroughs in order to see most of the content. My time is precious and I usually don't like it being forced to play a game several times, if I want to see most of the content. I don't think a game should be easy, you should invest some effort in order to complete a game, but content restrictions because of in-game choices suck in my eyes and don't make a game more interesting, just more annoying.
I did play some Sid Meier games actually. While I'm not a fan at all of his Civilization franchise I did enjoy the remake of "Sid Meier's Pirates!" back in the days quite a lot. If I had to name the games, which I remember in a very positive way, there is no Sid Meier game on that list. Fallout 1 & 2 were great games for their time, just like Baldur's Gate 1 & 2 and the Neverwinter Nights successor. Concerning modern day games I have to mention Witcher 3 (Witcher 1 & 2 were also good, but Witcher 3 really set a new very high benchmark for rpgs) and some Total War and Paradox titles (but the last two are completely different genres). All the rpgs I mentioned did feature tough choices, where one choice excluded another, especially when romancing. But I must say I never liked it, I did enjoy these games DESPITE those mutual exclusive choices and not BECAUSE of those.
Please don't get me wrong, I like your game very much, the writing, the art, the atmosphere, the music - everything is really well done, but I'd very much prefer something like a real harem route instead of mutual exclusive romance choices.
 
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professorx10

Active Member
Game Developer
Jul 22, 2018
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In all respect I disagree. .... Tough choices usually aren't fun, ..... My time is precious and I usually don't like it being forced to play a game several times, if I want to see most of the content. . . .

I did play some Sid Meier games actually. While I'm not a fan at all of his Civilization franchise I did enjoy the remake of "Sid Meier's Pirates!" back in the days quite a lot. . . . ....But I must say I never liked it, I did enjoy these games DESPITE those mutual exclusive choices and not BECAUSE of those.
Please don't get me wrong, I like your game very much, the writing, the art, the atmosphere, the music - everything is really well done, but I'd very much prefer something like a real harem route instead of mutual exclusive romance choices.
I FIND THIS DISCUSSION FASCINATING!
It illuminates the reason someone plays. . .
and what they're looking for . . .
and how the plot decision points play into what they're looking for.

BTW, well written critique of your position, Seewolf. Great job. Bravo. Very clear in your viewpoint.
You (and others) are looking for CONTENT in the game PRIMARILY. The Plot is a "ride" to all the content and therefore, having to exclude part of the CONTENT is the reason you don't want to "be forced to play a game several times"
(And yet you mention Sid Meier's Pirates. Hmmm...) I see your point that, IF CONTENT is your main enjoyment, Plot structure and WORLD BUILDING gets in the way. (like Sid Meier's Pirates I believe) CONTENT EFFICIENT, IE; "one play through gets it all" games are fun ONCE. But afterwards, there is nothing new and the player goes on to something else.

HOWEVER, the CONVERSE is ALSO TRUE. Other Players, (like myself) enjoy WORLD BUILDING (sometimes called 'sandbox') games with complex Plot structure and 'Difficult' decisions (or CONTENT EXCLUDING decisions) so it can become a WORLD we can revisit and try other paths/decisions and discover NEW content and possibly NEW PLOT Twists. Those are More satisfying if STORY, PLOT, and WORLD of the game are AS important, and AS FUN to the player as CONTENT.
The TWO positions are mutually exclusive...meaning we CAN'T HAVE OUR CAKE AND EAT IT TOO.

I could go on with this comparison as it also involves the history of Computer Game building and that adds another variable. For example, Sid Meier was one of the first 'Adventure Game' creators when PCs were so limited that EVERY choice was do or die. I enjoyed his "Adventure Series", his "HellCat Ace" and of course his "Pirates" back in the 16bit days. They were all attempts to create World building games (yes, the "Adventure series" was limited) that could be replayed and replayed and replayed. The ones you mention came much later when PCs advances gave far more choice capability to Game Design.

To CONCLUDE: I observe, in "Long Live the Princess" the DEV decided to build a re-playable World style game rather than a straight through 'winner takes all' game from the beginning. Complaints for a harem ending and dislike for the individual consequence finishes are because the NG+ session is not 'in' yet, so the "World" is not complete...yet. When completed, this game will be one that can be played and replayed...and replayed for a long time with various endings (many not seen yet).

I sympathize with you players who wanted the other type. If you had been warned up front what kind of game this was, MAYBE you would have not been surprised/disappointed. Maybe. It seems to me that some of you want ONLY that tipe of game, But, then you could look at yourself and ask, 'why do I need only a 'quick-fix' ending in your games, in your life?" (Are games a 'drug' to you?) Not judging, that's for you to "know thyself." Life gives all of us 'hard choices' like it or not. We all adapt differently. I sympathize because this is not that type of game.

I agree with Seewolf's observation that "...the writing, the art, the atmosphere, the music - everything is really well done"
Long Live the Princess is an exceptional "world creation" type game and should be praised for what it is. OUTSTANDING!
 
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professorx10

Active Member
Game Developer
Jul 22, 2018
601
776
I have said multiple times during the years of development that the ending to this game would be bittersweet.
Yes, Of course you have, ...but the current ability to ignore in process warnings exceeds all understanding... :cool: Today if a person does NOT WANT to hear / see evidence that contradicts what they WANT ...they simply ignore it...and perhaps, later, blame the evidence for not giving them what they wanted!

My thought is it would have taken a GIANT NEON FLASHING LIGHTS AT THE INTRODUCTION OF THE GAME to get their attention.... Maybe. But then, you still would have gotten 'complaints.' (are people really getting that childish?? I hope not)

Cheers and thanks for an outstanding achievement in games. IMHO
 
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crabsinthekitchen

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Apr 28, 2020
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My thought is it would have taken a GIANT NEON FLASHING LIGHTS AT THE INTRODUCTION OF THE GAME to get their attention.... Maybe.
Won't help. There's a game that has a screen saying "THERE'S NO SEX SCENES YET" as the very first thing you see when you start the game, doesn't stop people from complaining
 

Belle

Developer of Long Live the Princess
Game Developer
Sep 25, 2017
3,109
10,344
any good fiction or romance is.
It depends entirely on the genre and the story itself. Take Star Wars: A New Hope, for example. The ending to that movie is not bittersweet at all, but it's still one of the most highly regarded movies of all time. Heck, the greatest movie of all time, The Shawshank Redemption, has a feelgood ending that delivers on everything you want as a viewer.

But I'm still a sucker for bittersweet endings. The Lord of the Rings wouldn't be half as good without a little sadness at the end, for example. It just needs to fit the story.

For what it's worth, the computer game The Dig has one of my most hated endings of all time across any medium. That story was perfectly set up for a fantastically bittersweet ending, but the developers chickened out and turned it into the happiest, sappiest wish-fulfillment and hero-worshipping ending imaginable (the NPCs literally line up to thank you). Such a fucking waste.
 

Seewolf

Active Member
Feb 27, 2019
556
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Thanks for sharing your thoughts, professorx10, and I'd like to add a few words to my comment above.

I do enjoy games a lot, which create a special world, feature a well written plot/story and which have a unique atmosphere and let us players dive in for a few hours, maybe even a few weeks in our free time. That's why I appreciate all the work the dev ( cheers Belle ) did with this game, it's really amazing and unique - I like LLTP despite the mutual exclusive choices. But I'd like it even more if it featured a harem route, since it's a game. We do mutual exclusive choices in real life and face the consequences all the time, it's normal, we're used to it and there is nothing special to it. But in a game I definitively prefer to have cake and eat it, too, because it's a game (which doesn't mean it should be a cakewalk to get to the desired ending).
Back in the days when I played Sid Meiers Pirates! I was a lot younger and had much more free time. But we all grow up and adult life gives us a lot more time restrictions and various commitments than in our youth. That's why I completely turned to efficiency - I still want to enjoy well done games from time to time, but I don't want and can't spend that much time on gaming any more. That's the striking reason, why I'm annoyed by content restricting choices and why I prefer to enjoy everything in one single playthrough and then indeed move on - not necessarily to another game, not immedieately at least, but to other things, which might be more important. Nevertheless I do enjoy my gaming sessions, but it's always a matter of time. That's why I don't play games multiple times any more as I used to, when I was a teenager.
I also don't belong to those, who skip texts and pretty much the story, if they are well done (concerning LLTP it's excellent), in order to see the sexy content. That wouldn't do me justice at all. The reason why I prefer efficiency in games is time consumption - simple as that.
 
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duningtwo

Member
Mar 2, 2020
451
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It depends entirely on the genre and the story itself.
nah, sunshine and daisies from start to finish isn't interesting. conflict/loss/pain/etc engender appreciation for the good things. happy endings grow from challenges and losses overcome.
Take Star Wars: A New Hope, for example. The ending to that movie is not bittersweet at all, but it's still one of the most highly regarded movies of all time.
i confess i don't remember the ending, and of course i quoted you mentioning this game's ending specifically, but i guess i wasn't speaking of finales exclusively. i remember luke watching the blackened skeletons of uncle owen and aunt whomever burn while sad music played. i also don't sway to the majority opinion on that one.
The Shawshank Redemption, has a feelgood ending that delivers on everything you want as a viewer.
feels good because of all the horrible shit which happened leading up to it. the boat on the beach feels earned. but again, i wasn't speaking just about endings.

long live the princess has the highs and lows, humour and sadness. i disliked samara immediately, as was maybe the intention, but she ended up being the best character even if i didn't get her ending. i was amused when i died the first time and content with the evelyn ending i got the second time through except for hanging pregnant nell out to dry. i suppose if i hadn't done that it'd've been a totally happy ending. the emotional notes were struck throughout the game leading up to it.
 

voldybuff

Member
Jun 23, 2017
342
698
nah, sunshine and daisies from start to finish isn't interesting. conflict/loss/pain/etc engender appreciation for the good things. happy endings grow from challenges and losses overcome.
I'm one of those who really disagrees with the notion that "Games should be fun!"

It irks me the same way as people who ask me questions like "why would you watch movies with a sad ending or emotional movies? It makes no sense!"

There is certainly space for Games/Movies that radiate feel-good vibes and tie things up with a nice ribbon in the end, and there's certainly an audience for it which I have no issues with, but IMO those tend to be the least memorable and sometimes the most boring stories in my book.

A neat happy ending gives me the same sort of satisfaction that a clicker game would give. Just a temporary dopamine injection without any effort or cost. I won't remember it after a couple of days and it didn't improve me in any way or give me anything, but for a forgettable moment, it did give me a tiny moment of happiness that in the grand scheme meant nothing.

To explain it in terms of an FPS, A game that lets me slowly go cover to cover and peek-shoot-repeat without moving/thinking much is fine but boring. One that forces me to move around and use all of my grenades/equipment because of the tactics used by the AI is hard, challenging and interesting. I'll respect a game that fucks me over now if it will make the next moment that much more interesting. A constant slope of happiness is just an excuse to be mindless for a while. That's not what I want.

Of course, all of this is overkill for a porn game forum lmao I definitely wasted my time typing all that bullshit. Probably gonna be deleted but I'll put it out there anyway.
 
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kotte

Member
Feb 11, 2018
182
318
YES YES YES YES YES YES YES

It's been two years and a month since I first became our reluctant Truthsayer, and it has been such an amazing journey!

This is the first game that I have supported on a level that puts me in the credits, and I must say I feel proud to be there.
Thank you Belle for creating such an engaging and entertaining experience!

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kotte

Member
Feb 11, 2018
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318
And to drop my 5 cent in the "plot vs content" discussion:

I am totally a Plot guy, to the point that I often don't even try to replay to get the "other" content. I prefer to get the story, as it played out using my choices. I have noticed that playing around with outcomes has a tendency to dilute the emotions that the game created.
This only goes for games with a plot that actually makes me emotionally invested, but LLtP definitely did!

And just as after reading a good book or seing a good movie, today my mind is occupied with the story and the characters.
 

Seewolf

Active Member
Feb 27, 2019
556
1,330
Well, guys as I'm very hesistant to play the game again from scratch (gladly I've got saves before certain decissions), but I did get the "bad" all become lesbian ending. Maybe it's because I began a relationship with all characters and also impregnated them. I know, that's not the way the game is meant to be played, which is unfortunate for me, since it's just the way I enjoy the most playing an adult game. Anyway I also invaded the mind of the crone/Lilith before the endgame and she had sex with the mc. In the endgame bar talk I tell the mc's family that I don't trust Thaddeus and of course back up Evelyn. I use Samarra to introduce me to the queen and Nella for collecting the berries. But I always get the bad ending.
So any tipps for me to reach another ending? What should I do differently? I guess it has something to do with having a relationship with all possible npc girls and the endgame punishes the mc acting poly. I don't have to take the relationship path with Primrose or Nella, since those are the characters, which don't attract me much. I would like to stay in a relationship with Evelyn, not because I'm really into incest, but because I like her design the most out of all npc in the game, maybe Lilith being second. So any tipps for a different ending?
 
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