True, but if you are sure about some of your choices being right, then the remaining choices, like the one you picked blindly, are good candidates to tweak, wouldn't you agree?The ability to change hardly helps if you don't know what choice needs to be change. You could even lower the book score.
That's already mentioned, "there is no indicator for a Love Interest". Since it's a guess, it's a good candidate to tweak in case of poor score.There was no indication that Crude is a bad romance option for History. And neither Holly nor Perrys advice can guide you on the right path for this.
If you ask Perry for his opinion on the book he'll tell you whether your choice of ending was a good one. (for what's worth, according to him defeat as ending is "a bit too predictable" for history books)There was no indication that Defeat is a bad ending option for History. In fact, taking Hollys advice, a bad ending should be rewarded and chosing a good ending should be punished.
I disagree. This isn't a puzzle game, but a narrative game which uses creation of artistic content (books, music, photography) as part of its story. Writing books which will resonate with audience is hard and not something you get full explanation how to do it to achieve "perfect score", if you're a writer. To a certain extent it is guesswork. The game does good job portraying this, as part of its narrative.However, aside from the fact that we have some common ground what tends to be good and bad objectively, they need to tell me what the rules are.
You might as well complain that the lyric writing bit on Lena's side doesn't give you any real hints which of the provided words are the best picks, and yet these lyrics are also (secretly) scored at the end. The game does it this way because it's also not a challenge you're expected to beat simply through proper knowledge of the rules, but more of an approximation of actual writing experience.
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