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!