- Jul 8, 2019
- 2
- 1
That is ur choise, isn't it?The art style has vastly improved over good girl gone bad!
Is this gonna be another NTR game?
That is ur choise, isn't it?The art style has vastly improved over good girl gone bad!
Is this gonna be another NTR game?
Perhaps once the game is complete, it could be possible to just play one of the characters and automate the other. Might be fun to have a toggle to set a personality for the automatic character (Default/Random/Chaste/Straight/Bi.. etc. )The vision of the author Evakiss is really grandiouse in scale, I can see that. The previous game was literally perfect in every way and the author will try to surpass himself/herself. And it may be possible in terms of complexity of storyline and different outcomes, but you can't really relate to your 2 main characters becasue of constant jumping between them. I'm sorry but that's a fact. The game would be better if it had only 1 character, but I understand the author wants to grow, improve and try something new. I just hope the next project will be more consistent in terms of pacing.
Maybe you can try playing the game without self insert yourself in the story. I know many players do that but good VNs are like books, you're reading about other people lives and experiences not yours.The vision of the author Evakiss is really grandiouse in scale, I can see that. The previous game was literally perfect in every way and the author will try to surpass himself/herself. And it may be possible in terms of complexity of storyline and different outcomes, but you can't really relate to your 2 main characters becasue of constant jumping between them. I'm sorry but that's a fact. The game would be better if it had only 1 character, but I understand the author wants to grow, improve and try something new. I just hope the next project will be more consistent in terms of pacing.
Not sure where your sarcasm starts/ends, to be honest.Btw, if anyone got triggered by the last part and now want to write a 10 page long rebuttal, know I was just trolling/beeing sarcastic.
How does that dispute anything I wrote? Giving the player the ability to impact the story is the player "inserting" him/herself. No? In a game without a specific PC lik example example a city builder or chess, sure. But any story driven game with playable protagonists, where the player is given meaningful choices it would be hard not to insert him/herself in the characters, it's basicly the point of the game, there is no video game that plays itself, a book/movie does.Not sure where your sarcasm starts/ends, to be honest.
Besides, the term player agency is only referred to as the player's ability to influence the story. Self-insertion is something different.
Correct, it's not the same thing.Giving the player the ability to impact the story is the player "inserting" him/herself. No?
You can have agency aka control over the narrative and be indifferent towards the main/side characters. Or you can be very invested in the protagonist of a movie/book while having no agency at all.Giving the player the ability to impact the story is the player "inserting" him/herself. No?
Correct, it's not the same thing.
Governing actions to influence a story and identifying with the characters is not the same thing.
I think the place where we go off road is the part with "identifying", as I agree that we don't "identify" with the PC. It would be hard to personaly identify with Geralt, or a insecure Ian for that matter. But you play the game from the PC's prespective, the PC is our brick on our board so to say, you more or less have to "insert" yourself in the story, as you are given choices to move the plot forwards. You decide if Geralt does this or that in many situations, so you have to put yourself into the situations to game sets up. Ofcourse you have limited agency, as videogames only gives you illusion of a choices in most cases.you cant generalize this for everybody, i cant immerse myself in video game characters, it just does not happen. For example i never have the feeling im geralt. While this in some games is a problem because they basically live from immersion. Its sometimes a good thing, i never have any Problems to make the dark/evil choices in games and i have absolutely no problems playing female protagonist games like tomb raider or female mc porn games.
is this really a thing here?
No matter how hard you try to self insert in cyoa books, vns or videogames, at the end you're a puppeteer at best if you can change the outcome of some scenes or actions, everything in a game is written in stone beforehand by the devs.Different media formats
This is exactly how I play ORS and most games.I choose to play as the angel/devil on the protags shoulders. Works like a charm.
That is something I've been thinking about too while playing different games. I think most games focus too much on hoarding stats to unlock certain decisions. While this certainly isn't a bad approach per se, I would like it very much if more games wouldn't rely entirely on this sort of choices but instead mixed it with "automated choices" (that's a stupid name but I can't find a better right now.)Perhaps once the game is complete, it could be possible to just play one of the characters and automate the other. Might be fun to have a toggle to set a personality for the automatic character (Default/Random/Chaste/Straight/Bi.. etc. )
That would allow people to focus on one character (A point I totally see!) or for others to set up complex situations by playing both sides, creating chaos or working towards specific goals.
It's already implemented. You're locked out of certain choices if MC's personality doesn't fit them. Further automation will just ruin the game and turn it into a kinetic novel. I can't speak for everyone else, but I, for one, wouldn't want to have agency only during the first half of the game, and during a second half only watch the consequences with no input whatsoever. You should still be able to choose to react differently to those consequences. If we don't have the agency to TRY to weasel out of those consequences, then we can't really feel responsible for protagonist's actions.What I mean is that at certain points in a game the MC "makes the choice for the player" depending on how the MC behaved in the past. That would make your decisions more meaningful imo, because you would temporarily loose control and have to live with the consequences of your past choices.
Again, it's already somewhat implemented. You can clearly see it during interactions with Cindy for example. You can still go to a photo shoot with her as her friend, or as someone who has ulterior motives, with different dialogues based on that. Another example would be the photoshoot with Seymour, where Lena behaves differently based on her "posh" personality variable. Writing ALL events like this though would require "16 times the details" which Eva Kiss doesn't have the time or resources for, unfortunately. It's much easier to code restrictions based on skill checks or personality variables rather than write a scene with 7 or 20 different variations based on personality and past decisions. We wouldn't have as many options if that was the case, because if you're aiming for details, you need to cut corners on the number of choices to make things easier for yourself if you don't want to spend 4 months to release one update.And it would also be interesting if more games wouldn't use stats first and foremost to lock or unlock certain paths but instead used stats to change paths depending on character traits. So a prudish MC would act differently than a slutty one, but wouldn't necessarily be locked out.
I definitely wasn't talking about the whole second half or third of a game just selectively here and there. I personally would really enjoy it if the MC did something I hadn't planned because my past choices led me down this road and I didn't have the possibility to react differently, because this lack of opportunity to rectify the situation is precicely why it would be more meaningful, but sure I can understand that other people would prefer to have more control.It's already implemented. You're locked out of certain choices if MC's personality doesn't fit them. Further automation will just ruin the game and turn it into a kinetic novel. I can't speak for everyone else, but I, for one, wouldn't want to have agency only during the first half of the game, and during a second half only watch the consequences with no input whatsoever. You should still be able to choose to react differently to those consequences. If we don't have the agency to TRY to weasel out of those consequences, then we can't really feel responsible for protagonist's actions.
Like I said. This is probably the wrong thread to post this. ORS and GGGB are already pretty great in this regard compared to other games. It was more a general rambling because I noticed this while playing different games. But thanks for this detailed answer and the examples, that is exactly what I had in mind when I wrote my post.Again, it's already somewhat implemented. You can clearly see it during interactions with Cindy for example. You can still go to a photo shoot with her as her friend, or as someone who has ulterior motives, with different dialogues based on that. Another example would be the photoshoot with Seymour, where Lena behaves differently based on her "posh" personality variable. Writing ALL events like this though would require "16 times the details" which Eva Kiss doesn't have the time or resources for, unfortunately. It's much easier to code restrictions based on skill checks or personality variables rather than write a scene with 7 or 20 different variations based on personality and past decisions. We wouldn't have as many options if that was the case, because if you're aiming for details, you need to cut corners on the number of choices to make things easier for yourself if you don't want to spend 4 months to release one update.
I am trying to do this way again, but no success. Do you remember your steps?
follow the walkthourth it help me a lot.I am trying to do this way again, but no success. Do you remember your steps?
Not bad news, but guess will have to start from the beginning with enhanced edition.View attachment 847575
You must be registered to see the links
Unlocked
News update
Hi guys!
This week I've finally started my rehab. My arm's a lot better now but my movement's still limited and pain's not gone yet. I've started working again but I can't do too much before my shoulder starts hurting, so I'll have to be patient still. However, around 40% of the art for chapter 6 is completed (I had some done before the accident) and I'm pretty sure Chapter 6 will be the biggest one yet when it drops!
Also, this month has given me time to reflect on ORS and how it's shaping up. I'm pretty happy with it but there were some things bugging me, so during this month I'll release an "enhanced" version of the first 5 chapters. I decided to make some small changes to some aspects of the story:
I think this is mostly it. I'll be alternating these tweaks and changes whit making the art for Chapter 6, then I'll write it. Thanks for your patience and support and for still being there. Means the world to me.
- I've added a couple things to strengthen the driving narrative of the story, making Ian and Lena's personal goals a bit more clear.
- I've added a few new interactions that will open up interesting plot points in the future. Not including them felt like a missed opportunity.
- I've restructured Ian's training sessions to be more coherent. I dug myself in too deep giving the option to choose between two martial arts, but it's something I wanted to explore. Now the progression is clearer and makes more sense, and there's also a new goal related to that path of the game.
- I'm reworking Robert scenes to make him more likeable. Don't worry, you'll still have the jerk you love to hate, if you don't correspond his advances. But I felt Lena had a lack of appealing options 5 chapters into the game, so I want to make Robert fun to pursue if you as a player are into it.
- There will also be a new naughty scene you'll see over the phone... Just make sure you're in good terms with Jeremy
- I'll implement a way to track the current day in game, so you always know where the scene you're playing is happening in the chronological order.
- I've also made some minor tweaks to some stats and restructured the way I compute the variables in the script, but that shouldn't concern you.
I'm eager to bring you new content as soon as possible!