Just a weird opinion as me and Circle work together. So saying I'm copying him is just... I don't know. Styles are different, most of the scenes take place in different locations and for the few that are in a similar location, so what? It's not like the content of the scene is identical. It's like saying: One AI game did a scene in a club, so now, no other games are allowed to have a club scene. Doesn't make much sense to me. Regarding adding brancing choices or gameplay, as a solo dev who does this part time, I can't spend 6+ months to make a single update which is over in 30 minutes due to branching out storylines or adding choices. It's just not feasable. Will I do it in another game in the future? Sure, but I'd like to build some trust with the community first that I can and will deliver consistent updates. I'm disappointed that you think I just copy everything 1-1 and that you consider this the worst example of AI-generated games.
I don’t know, mate. I swear I’ve already seen this club scene a couple of weeks ago — just with two people instead of four. Throughout the entire playthrough, I kept getting a sense of deja vu.
About the branching stuff — I think the approach CG tried to follow is flawed. If you strip away everything that actually makes the game feel like a game, the whole player experience becomes quite boring.
You’re right that fully implemented routes would make the game essentially unmaintainable, but there are ways to work around that.
For example, look at the recent release of
Maya’s Mission. At its core, it doesn’t have much variety, but damn, it plays really well. Of course, reaching that level is almost impossible, and there are obviously other ways to tackle this problem. But completely disregarding all options isn’t the right move, in my opinion.
Oh, and I’m sorry if I went overboard with some comments. Please disregard the words, but the message was sincere.