Also, romance tag and that MC is so far away from romantic he left Romanceville, drove straight through Stable Relationship Valley took a detour round Pervert City and rented a run down shack and white mini van in Creepy Bastard Town with his address being 01 Rape Street.
I'm torn between hoping "complete dick" isn't his default setting and he has a massive attitude adjustment or finding somewhere safe for the woman where they can find peace and happiness and not run the risk of ending up on Crimewatch as victims.
Romance is my thing, it's my most favouritest thing ever and happy lovey dovey stories make me a very happy bunny.
It makes me a little sad inside that an awesome setting has one of the creepiest bastards i've ever seen in a story based on romance.
The potential to be something truly amazing is huge but I cannot click with that MC at all.
I really do wish the dev well though, this has the makings of being great.
He's not THAT bad. On a serious note, he's definitely not meant to be a stereotypical good guy by any means. He's a sexaholic with a rape fetish who also happens to have a lot of sympathy for the weak and defenseless. That of course doesn't mean that his everyday life is void of romance, however. And I really mean it when I say that the player's actions can influence his actual character, not just the stuff he does. Think of yourself, as the player, as his subconscious and the more you steer him away from "Rapeville" the more he will grow and get better.
Okay, so, it has consequences but not enough to be concerned about?
Did you view the context of the statement? The reason I will say things like "don't be too concerned about the consequences" is simple: this isn't the type of game where every good guy action leads to a good ending, and every bad guy action leads to a bad ending. Much like in the real world, the consequences of your actions aren't always clear, and sometimes bending your morals a little can lead to a better outcome. This is why I didn't want to make a game where the choices consist of constantly rolling back and trying to find the "correct" action... I'd prefer it if players just played how they want to play. It is therefore difficult, if not sometimes impossible to predict whether or not your choice was the "right" one or not.
I.E., you really want to choose 'x' option, but you choose 'z' instead because you think it might have a better outcome overall.
I.E., option z sounds way more like the right decision... let's just pick that. *8 Chapter Later* OH... shit. Well... that backfired. Should've just went with my gut.
In Polarity the consequences/outcomes are unpredictable. Something that may seem like a "wrong" or "bad guy" decision at that specific time may have a spiral effect that creates a positive outcome. The game is designed for players to play how they feel like playing because I feel like trying to control every scenario takes away from the fun, and experiences will be made as dynamic as possible.