- Jan 11, 2022
- 291
- 1,797
I think part of the issue is that MC is written as 100% ok and enthusiastic about anything Laura wants to do. While some players (yo) like the game, but are still hesitant to accept some stuff. So when MC is cool with stuff the player is not, it's jarring. Call it breaking suspension of disbelief, immersion breaking, whatever. But in the writer's mind Laura's actions are 100% fine, so he doesn't see why there would be conflict.
Here's a minor example. I 100% do not expect this to ever change, and I can live with it, but it's a negative moment in my mind. Kudos to Le Stag for making Oliver optional after the first encounter. After you tell Laura you don't like him, Laura tells you she does like him, and that he's really a nice guy. She eventually relents, but the conversation is written in a way that the player is taking something that Laura wants away from her. Anyone who starts down that conversation tree has already probably already decided they want him gone, so it strikes me as unnecessary drama. Probably 100% unintended, but there it is.
Here's a minor example. I 100% do not expect this to ever change, and I can live with it, but it's a negative moment in my mind. Kudos to Le Stag for making Oliver optional after the first encounter. After you tell Laura you don't like him, Laura tells you she does like him, and that he's really a nice guy. She eventually relents, but the conversation is written in a way that the player is taking something that Laura wants away from her. Anyone who starts down that conversation tree has already probably already decided they want him gone, so it strikes me as unnecessary drama. Probably 100% unintended, but there it is.