I don't see how much better my SW game is to the games Tlaero writes. In fact, her experience as a writer, and being an English speaker show a huge gap (for better) in terms of writing flow, grammar, intonation, and prose even. The only difference I see between the games she writes and The Warrior's Hearth (if I'm following you correctly) is that in SWtWH I don't tell the story from the MC's perspective only. The story shifts to other characters perspectives (mainly the Imperial side) and that allows me to tell the whole story, much like the movies. In the Elsaverse and Keeley's games we follow another style of storytelling, the POV style where you see the events happening from the perspective of the character you're playing or following. In SW despite following the MC you follow other events. that's not a matter of good or bad storytelling; it's a matter of choice of perspective that you want the players to follow. I chose to incorporate both perspectives because the game would be much less interesting without the Imperial side as any SW movie shows.I've known about your work for at least a year and I've tried it multiple times. Elsaverse and Life changes for Keeley. I've actually given you a lot more thought and attention than I otherwise would have, just because of how good Mortze's solo work is.
The latest entry shows clear as day that you still have not even thought to learn anything at all about how to use visual storytelling. If you're clueless now, is it reasonable to expect you to have understood it before? So yea you might say I'm extrapolating. You're still stuck trying to do novels with pictures, not using the tools available to you. And stacking exposition text on top of exposition images. Trying to make me play/read everything else you've done is not going to convert me. If you want to convert me you'll have to show me that you understand what visual storytelling is all about.
You really should take some time to learn how using visual storytelling is different from text-only storytelling. That would be a wayyy better use of your time than trying to start internet fights with a cartoon bear.
Maybe try googling it one day. Here'sYou must be registered to see the links(Google's top search result)
It's an artistic, or directing choice, not proof of skill - in that department I'm way behind Tlaero.
There's also another important factor to take into account.
Tlaero writes the script first, the dialogues, the descriptions, and since it's text only she naturally, and masterfully, injects as much information as required to pass the necessary information to the reader. Then I make the pictures to match the descriptions and dialogues. Yeah, that may result in some redundancy where the text explains what the picture shows but better be safer than sorry; many players may not be as perceptive to notice what the picture fully entails and might appreciate the text enforcing the information, others may not understand English so well and appreciate a good picture to understand the message better. The risk of redundancy finds many benefits and we are happy with it.
When I made SW, or Pandora I always make the pictures first and then add the text only after resulting in me analyzing if the picture is good enough to pass the message or if I need to add text and description. The flaw in this is that it's up to my subjective analysis if the message passes or not and some people might not get the message because the picture isn't clear enough and I didn't compensate with the text.
I appreciate you praising that I did good with SW The Warrior's Heart, I really do. I'm happy with the game.
But I don't agree when you say that I tell better stories than Tlaero. At all.