Doppelgang

Member
Jul 5, 2022
149
840
Fetishes are optional in this game, but the way they are introduced seems to indicate that they always exist below the surface, regardless of the path you choose. […] This has to be dealt with in some way.
But that's the exact point. In Eva Kiss' previous game, the protagonist was basically a blank slate, almost without any character traits before our choices defined them. In ORS, the protagonists are instead a few years older, with more life experience and clearer personalities. And then we meet them at a defining moment of their lives, as they look for ways to move on after their breakups—letting us choose which of their instincts and/or rational sides they want to follow. We can't undo Lena's submissive side and how great she found some parts of her relationship with Axel, but we can have her decide that other things are more important for her from now on, like the qualities she finds in Ian.

It's obviously subjective if you prefer the protagonist type from GGGB or from ORS—but saying it is something that has to be dealt with, is more or less saying that a fundamental and very deliberate part of the whole game has to change.
 

dd82

Member
Jun 24, 2020
147
268
But that's the exact point. In Eva Kiss' previous game, the protagonist was basically a blank slate, almost without any character traits before our choices defined them. In ORS, the protagonists are instead a few years older, with more life experience and clearer personalities. And then we meet them at a defining moment of their lives, as they look for ways to move on after their breakups—letting us choose which of their instincts and/or rational sides they want to follow.
That's fair.

We can't undo Lena's submissive side and how great she found some parts of her relationship with Axel, but we can have her decide that other things are more important for her from now on, like the qualities she finds in Ian.
I don't fully agree here. We can see those characters in a way they can never see themselves, because we can witness them across a multitude of actions they can make. There are things that doom a relationship from the get go, no matter how much two people like each other, if those things are just left unadressed or avoided.

It's obviously subjective if you prefer the protagonist type from GGGB or from ORS—but saying it is something that has to be dealt with, is more or less saying that a fundamental and very deliberate part of the whole game has to change.
Please note my intentionally vague phrasing when I wrote "This has to be dealt with in some way." I don't mean have Lena become indifferent to this, that's just plain unrealistic and probably impossible, psychologically speaking. But it possibly will need to be adressed sooner or later, whether or not those options have been chosen in a particular playthrough.
 

BloodyMares

Well-Known Member
Dec 4, 2017
1,464
7,032
The changes are so miniscule that they wouldn't lead for a new player to have a better experience of the game.
If the changes are miniscule they were likely implemented by me or Lara to fix typos or grammar or just for better presentation (avoid repeated words, etc). They don't distract Eva from focusing on the latest chapter whatsoever.
 

Gicoo

Well-Known Member
Feb 18, 2018
1,483
4,043
If the changes are miniscule they were likely implemented by me or Lara to fix typos or grammar or just for better presentation (avoid repeated words, etc). They don't distract Eva from focusing on the latest chapter whatsoever.
Good to know.

Still, who here considers it good that Eva spends time on revamping the UI for chapter 1-10 instead of working on chapter 11?
What would be the best:

1. All released chapters are ignored completely (unless there is a significant flaw e.g. a bug, wrong flags) and work is exclusively focused on the new chapter. The text message UI is fluff and can be implementes after the final chapter is done.
2. Old and new chapters are worked on at the same time/alternating, depending on the specifics. If chapter 11 takes the story in a direction that neccessitates to rewrite older chapters, so be it. The text message UI is worked on alongside chapter 11.
3. The completed chapters are combed over regularly and are the priority. Chapter 11 can wait, the text message UI has to be properly implemented first.

Ideally I would go for #2, but due to the specific circumstances of the slow, derailed workong process, I'd advise for #1.
 

fatpussy123

Well-Known Member
May 9, 2020
1,098
3,375
Good to know.

Still, who here considers it good that Eva spends time on revamping the UI for chapter 1-10 instead of working on chapter 11?
What would be the best:

1. All released chapters are ignored completely (unless there is a significant flaw e.g. a bug, wrong flags) and work is exclusively focused on the new chapter. The text message UI is fluff and can be implementes after the final chapter is done.
2. Old and new chapters are worked on at the same time/alternating, depending on the specifics. If chapter 11 takes the story in a direction that neccessitates to rewrite older chapters, so be it. The text message UI is worked on alongside chapter 11.
3. The completed chapters are combed over regularly and are the priority. Chapter 11 can wait, the text message UI has to be properly implemented first.

Ideally I would go for #2, but due to the specific circumstances of the slow, derailed workong process, I'd advise for #1.
Hard to say how good or bad the game would be without updates to prior releases. Sometimes they can take too long and sometimes they can reduce workload later down the line. It's hard to have a concrete opinion on what small details are important and what isn't. I'm sure there are a lot of small things in chapter 11 Eva Kiss could have skipped out on adding and we wouldn't notice, like the text message UI. But it's not about nitpicking every single detail and feature, the game is a sum of its parts and trying to dissect every feature that isn't crucial will inevitably lead to a bare bones games.
 

BloodyMares

Well-Known Member
Dec 4, 2017
1,464
7,032
Good to know.

Still, who here considers it good that Eva spends time on revamping the UI for chapter 1-10 instead of working on chapter 11?
What would be the best:

1. All released chapters are ignored completely (unless there is a significant flaw e.g. a bug, wrong flags) and work is exclusively focused on the new chapter. The text message UI is fluff and can be implementes after the final chapter is done.
2. Old and new chapters are worked on at the same time/alternating, depending on the specifics. If chapter 11 takes the story in a direction that neccessitates to rewrite older chapters, so be it. The text message UI is worked on alongside chapter 11.
3. The completed chapters are combed over regularly and are the priority. Chapter 11 can wait, the text message UI has to be properly implemented first.

Ideally I would go for #2, but due to the specific circumstances of the slow, derailed workong process, I'd advise for #1.
2) is exactly what's happening. Eva is not the only person working on the scripts, especially when it comes to technical stuff. Chapter 11 is the primary focus of Eva while the rest of the team can add new features to the old scripts or polish them. Eva only needs to manage the team and explain what needs to be done. From then the implementation is delegated to a freelance coder and Eva can then test it in the game to make sure everything works well. If it turns out that implementation gets in the way of the speedy Ch 11 release, then it could be held off until the Beta or Final. In the worst case scenario it could even release as a patch.
 

Gato21

Active Member
Oct 16, 2021
958
2,915
Seems like the dev keeps getting stuck with the writing.. I wouldn't be against wrapping this game up and starting a new game with 1 protagonist maybe that would help with the writing problems ?
There are too many loose ends that she's a long way from wrapping it up without it feeling rushed. What she needs to do, in my opinion, is change her writing method because clearly the gardener method isn't working, or should I say, isn't providing expedient results. Maybe if she switched to a more architect method approach, clear roadmaps of development would be in place, and she wouldn't keep banging her head against a wall every time there is a new chapter to write. It would make less sense the further you are along, but considering we are probably halfway to 3/4 in development, it might still be worth it. Also, not caving into the whims to rewriting would probably help as well.
 
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mommysboiii

Engaged Member
Oct 17, 2019
2,441
4,707
Seems like the dev keeps getting stuck with the writing.. I wouldn't be against wrapping this game up and starting a new game with 1 protagonist maybe that would help with the writing problems ?
There are too many loose ends that she's a long way from wrapping it up without it feeling rushed. What she needs to do, in my opinion, is change her writing method because clearly the gardener method isn't working, or should I say, isn't providing expedient results. Maybe if she switched to a more architect method approach, clear roadmaps of development would be in place, and she wouldn't keep banging her head against a wall every time there is a new chapter to write. It would make less sense the further you are along, but considering we are probably halfway to 3/4 in development, it might still be worth it. Also, not caving into the whims to rewriting would probably help as well.
you guys clearly never have been creative if its evas wirtting style or if she has the most fun writting this way than the end resulte is the best this way keep in mind we talk about a CREATIVE JOB you cant bring logic or working as fast as possible to get the maximum money per hour it dosent work this way in a creative job the best result are if the artist has the most fun and is passionate about their work so if evas writting style is like that and she has the most fun this way this will be the best resulte you can get
 

Gato21

Active Member
Oct 16, 2021
958
2,915
you guys clearly never have been creative if its evas wirtting style or if she has the most fun writting this way than the end resulte is the best this way keep in mind we talk about a CREATIVE JOB you cant bring logic or working as fast as possible to get the maximum money per hour it dosent work this way in a creative job the best result are if the artist has the most fun and is passionate about their work so if evas writting style is like that and she has the most fun this way this will be the best resulte you can get
It's definitely a balance with tradeoffs; with a little initial work at the front end, she could speed up work and potentially limit writer's block. This could come at the expense of that initial investment, possibly creativity, and flexibility in storytelling. It is still a valid approach, and many writers do use it. Also, your current avatar just isn't doing it for me; I miss the old one.
 

UrbanWarlock

New Member
Aug 15, 2020
3
1
Anyone knows why my phone is telling me that the APK is a trojan? Do the apps on the forum get verified? I just want to be sure that it is safe
 

dontcarewhateverno

Engaged Member
Jan 25, 2021
2,324
5,528
you guys clearly never have been creative if its evas wirtting style or if she has the most fun writting this way than the end resulte is the best this way keep in mind we talk about a CREATIVE JOB you cant bring logic or working as fast as possible to get the maximum money per hour it dosent work this way in a creative job the best result are if the artist has the most fun and is passionate about their work so if evas writting style is like that and she has the most fun this way this will be the best resulte you can get
Those are the best results. And I have been creative. But from a broad-picture stand-point, creating a massively multi-path game - or any game, really - is very, very different from writing a novel or a screenplay (though even in a screenplay, you need to know your limitations both time and budget-wise). Especially as an indie dev with a small staff at best. There are just so many more moving parts in this sort of project that you need to perform a balancing act between optimum creative quality and practical utility. At least if you want to avoid a 3/4 decade-long development time, which runs the risk of a creator burning out and losing passion for the project along the way.

I prefer quality, but I understand the criticism of the gardener approach, which is very difficult for this sort of project.


It's definitely a balance with tradeoffs; with a little initial work at the front end, she could speed up work and potentially limit writer's block. This could come at the expense of that initial investment, possibly creativity, and flexibility in storytelling. It is still a valid approach, and many writers do use it.

Also, your current avatar just isn't doing it for me; I miss the old one.
Agreed on both points. The second more critically important. :unsure:
 
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