- Jun 16, 2017
- 215
- 490
Problem is... they aren't as good as this oneYeah, and there are so many incest games in this site already.
Problem is... they aren't as good as this oneYeah, and there are so many incest games in this site already.
TD I HAVE to ask, but if its too exhausting to answer I totally get it - What the hell is your process that your output is this high quality?It really isn't about reaching the most people or making the most money. All GIL and I are trying to do is tell a story we like, filled with things we want to portray, that features the kinks we like.
IMO, incest is usually and for most people, about the taboo and corruption.Problem is... they aren't as good as this one
Thank you for saying as much, but for my side of things, beyond the loose outline(s) I have set, it really is just sitting down and writing what comes to mind. Thanks to GIL, I have the luxury of not having to worry about anything other than the words. People who tackle every aspect of development are amazing. They have a lot more on their plate and as a result, they probably don't have the time to stare at a single line for five minutes trying to will a satisfying description out of it.TD I HAVE to ask, but if its too exhausting to answer I totally get it - What the hell is your process that your output is this high quality?
There are VERY few games on here that are this engaging writing wise, even though you guys didn't go for an Acting Lessons/Leap of Faith kind of "Deep" plot. Yes, the visuals are spectacular, that's a granted. But the facial expressions, the body language, combined with the really high quality script (I doubt you guys just sit down, type whatever the fuck comes to mind and then use a thesaurus) makes this feel very realistic - How?!
Lol, as humble as your Edwin, i see where he gets it.Thank you for saying as much, but for my side of things, beyond the loose outline(s) I have set, it really is just sitting down and writing what comes to mind. Thanks to GIL, I have the luxury of not having to worry about anything other than the words. People who tackle every aspect of development are amazing. They have a lot more on their plate and as a result, they probably don't have the time to stare at a single line for five minutes trying to will a satisfying description out of it.
Other than that, I've just consumed a lot of stories, including reading nearly every eroge that got translated over a decade. I like to think I have a good feel for pacing a visual novel because of that.
As for the posing, staging, and facial expressions... GIL is just that exacting. He's been working with illusion (the company that makes HoneySelect) posers for a long time. In fact, I met him back in 2017 thanks to a comic he made that inspired me to make some comics of my own. So he's got a lot of experience, plus the kind of mind that forces him to agonize over the tiny details of scenes. In my opinion, he's the true ingredient of our success. I always doubt the stuff I write, but he convinces me otherwise by bringing it to life so vibrantly.
So, basically, I would say because there's two of us.
I know a ton of people are quoting you with counter-arguments and I'm not trying to dogpile you here, but . . .The game medium gives you the opportunity to branch out, and tell multiple story paths (or just branch off for one or two events).
I don't think it's the quantity of choice, but rather the quality. Choices need to be meaningful and the way to do that is for them to have consequences.I think if you try to add too much choice ...
That is the crux of the problem: if a game without choices is a straight line, a game with meaningful choices generates a tree (or a graph, if you prefer). Key word is "meaningful": two choices with no consequences do not spawn a divergent path, and are practically collapsible in a single segment of a line. However, when choices have consequences, the lines diverge, and unfortunately the complexity of the graph explodes very soon. I can't post a link because of my low post count, but if you're curious or interested you can look for the post mortem of "Alpha Protocol" (search for "Obsidian Ent. But Thou Must" on Youtube), a glorious trainwreck of a game that however is very significant for this discussion, because its greatest asset is a story that while being told linearly can be tackled in a multitude of different ways with lots of branching consequences and a relatively small number of story choke points and incoherences. However, this kind of story really pushed the devs and writers to their limits, since the resulting graph was an incredibly jumbled mess, and each modification to it snowballed and was almost unmanageable.I don't think it's the quantity of choice, but rather the quality. Choices need to be meaningful and the way to do that is for them to have consequences.
A good story doesn't go, "A happened, then B happened, then C happened, then ..." it goes, "A happened and the protagonist did X, which resulted in B happening so the protagonist tried to do Y but failed and as a result C happened, but then ..."
And you create that in a game by offering the player choices that shape the emerging story. That's where so many sandboxes fall flat.
I didn't check "the expressions" on my first playthrough, because most of these VNs have limited expressions, lol. I just read the text.Thank you for saying as much, but for my side of things, beyond the loose outline(s) I have set, it really is just sitting down and writing what comes to mind. Thanks to GIL, I have the luxury of not having to worry about anything other than the words. People who tackle every aspect of development are amazing. They have a lot more on their plate and as a result, they probably don't have the time to stare at a single line for five minutes trying to will a satisfying description out of it.
Other than that, I've just consumed a lot of stories, including reading nearly every eroge that got translated over a decade. I like to think I have a good feel for pacing a visual novel because of that.
As for the posing, staging, and facial expressions... GIL is just that exacting. He's been working with illusion (the company that makes HoneySelect) posers for a long time. In fact, I met him back in 2017 thanks to a comic he made that inspired me to make some comics of my own. So he's got a lot of experience, plus the kind of mind that forces him to agonize over the tiny details of scenes. In my opinion, he's the true ingredient of our success. I always doubt the stuff I write, but he convinces me otherwise by bringing it to life so vibrantly.
So, basically, I would say because there's two of us.
Most erotic games have either fake choices, "yes"/"no" answers or some completely arbitrary shit that dev makes up along the way (e.g. we can choose a left door or a right door and if we choose wrong it's game over or we can choose to give a spicy food or sweet food and there is no hint previously what could be a better answer).(...) I don't think it's the quantity of choice, but rather the quality. (...)
Usually this happens when a dev sneaks NTR into any game that's supposedly about building relatonships with characters since that specific fetish is anything but relationship building and more about power and dominance.Or, like any late added kink, it might alienate the current audience. Wouldn't bother me any, but seen it time and time again. The developer pivots to add a requested kink and ends up upsetting many more people than he pleases.
No mods, I even did a fresh installAre you using any mods? I suspect you may have installed an outdated one and replaced the new week2exhibition script with an old one that still has the save screen at that particular spot.
would be nice if there was also male whores or women dominating men. especially kathleen with MCYou are correct because I see Kathleen and MC's relationship the same way as Ian and Chuck's.
Right, but I think the amount of choices in a sandbox becomes unwieldly very, very fast. Whenever you reach that point where the spiderweb is too complex for you to write choices that fit together in any meaningful way, everything falls apart. I think quantity of choices DOES matter. Maybe only because of the limits of human ability, but still.I don't think it's the quantity of choice, but rather the quality. Choices need to be meaningful and the way to do that is for them to have consequences.
Did you tried reading ANYTHING the game developers have been saying about the matter?Victoria incest can happen on Kathleen path the surprise for Edwin can be Victoria kidnapped , drugged, blindfolded and delivered to Edwin by Warren on behalf of Kathleen. The morally uptight can refuse this surprise and the rest of us incest lovers can accept to go further on that path.
Or at least give us scenes with someone else if not Edwin. Victoria in present age has to be one the best looking milfs out in adult game history would be such a shame to not have any scenes with her present character.
I like incest as much as the next person, and more than most probably...but really, there has to be a time to step back and just respect the game that the devs are choosing to make.Victoria incest can happen on Kathleen path the surprise for Edwin can be Victoria kidnapped , drugged, blindfolded and delivered to Edwin by Warren on behalf of Kathleen. The morally uptight can refuse this surprise and the rest of us incest lovers can accept to go further on that path.
Or at least give us scenes with someone else if not Edwin. Victoria in present age has to be one the best looking milfs out in adult game history would be such a shame to not have any scenes with her present character.