- Dec 28, 2022
- 13
- 1
some good points here.
i think to some extent MC has to start "ok with anything" for these games to work, but in good games there is a system where the choices made eventually color and shape MC's responses; past experiences/decisions condition possible future responses.
And to be a "realistic" dating sim with multiple LI's, routes, tons of interactions this inevitably leads to the need for completely separate branching paths, and more the paths branch the more cumbersome the entire thing becomes to execute and maintain, at which point the whole thing can spiral out of control due to scope and scale
i think to some extent MC has to start "ok with anything" for these games to work, but in good games there is a system where the choices made eventually color and shape MC's responses; past experiences/decisions condition possible future responses.
And to be a "realistic" dating sim with multiple LI's, routes, tons of interactions this inevitably leads to the need for completely separate branching paths, and more the paths branch the more cumbersome the entire thing becomes to execute and maintain, at which point the whole thing can spiral out of control due to scope and scale