Hello guys,
first, I would like to apologize for not being present for a few days. Unfortunately, I am currently struggling with my job. It's not that I'm doing my job poorly, no, I'm actually doing it too well, and my boss thinks I'm being paid too much for it and wants to cut my pay. This is tearing me apart, as my real job is truly my dream job, and it's hard for me to either give it up or compromise. Sorry for the real-life vent, Nobody cares but I just needed to get that off my chest.
Now, onto my survey:
I think it's safe to say that most people here agree that realism is important, but if it serves the plot, we can overlook some things. It's good to read that. I have to admit that while working on the rework, I lost sight of some things, which my wife ironically reminded me of because she noticed - Why so little naked skin ? I will now refocus on those aspects and promise improvement in the next updates.
The next point is probably the most difficult for me and also causes some of the updates to take longer.
Player decisions: It's hard for me not to fully flesh out the story that I partially have in my head and instead break it down into clear waypoints with other variations. When I come to a point where I realize myself, "Wait, I could add a menu here," the thought immediately comes, "Yes, but how do I incorporate that again?" Decisions like "Do you want ketchup or mayo with your fries?" don't feel like real decisions as the main course is ultimately still fries. A better choice would be something like "Fries or currywurst," but then as a developer, you have to come up with something new if the player wanted currywurst, but you actually intended to make fries and schnitzel. Then I reach a point where I think, "Damn, what do I do with the currywurst now?"
One can certainly debate the way I have implemented choices so far:
I don't know if you can understand what I mean, but I'm actively seeking help in this regard. I'm currently in contact with some great fellow writers who have brought up some really good points, and I think this will show in the future, and damn, that means so much more work, but who knows, maybe I'll be unemployed on Monday and have the time.
A heartfelt thank you to everyone who has responded to my question. You can't imagine how much it has helped me gain clarity in some thought processes.
Which brings me to the next point:
I still have some questions
In the lively discussion with the aforementioned fellow writers, I noticed something. Many of them write here: "Everything's fine as long as I can avoid this and/or that person."
!Spoiler alert for Libby!
And I just forgot the other question, sorry, I'm a bit scatterbrained. I'm sure I'll remember the other question eventually, then I'll post it.
Apologies to anyone who read this entire post and thought, "WTF."
Best regards,
Phil
first, I would like to apologize for not being present for a few days. Unfortunately, I am currently struggling with my job. It's not that I'm doing my job poorly, no, I'm actually doing it too well, and my boss thinks I'm being paid too much for it and wants to cut my pay. This is tearing me apart, as my real job is truly my dream job, and it's hard for me to either give it up or compromise. Sorry for the real-life vent, Nobody cares but I just needed to get that off my chest.
Now, onto my survey:
I think it's safe to say that most people here agree that realism is important, but if it serves the plot, we can overlook some things. It's good to read that. I have to admit that while working on the rework, I lost sight of some things, which my wife ironically reminded me of because she noticed - Why so little naked skin ? I will now refocus on those aspects and promise improvement in the next updates.
The next point is probably the most difficult for me and also causes some of the updates to take longer.
Player decisions: It's hard for me not to fully flesh out the story that I partially have in my head and instead break it down into clear waypoints with other variations. When I come to a point where I realize myself, "Wait, I could add a menu here," the thought immediately comes, "Yes, but how do I incorporate that again?" Decisions like "Do you want ketchup or mayo with your fries?" don't feel like real decisions as the main course is ultimately still fries. A better choice would be something like "Fries or currywurst," but then as a developer, you have to come up with something new if the player wanted currywurst, but you actually intended to make fries and schnitzel. Then I reach a point where I think, "Damn, what do I do with the currywurst now?"
One can certainly debate the way I have implemented choices so far:
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I don't know if you can understand what I mean, but I'm actively seeking help in this regard. I'm currently in contact with some great fellow writers who have brought up some really good points, and I think this will show in the future, and damn, that means so much more work, but who knows, maybe I'll be unemployed on Monday and have the time.
A heartfelt thank you to everyone who has responded to my question. You can't imagine how much it has helped me gain clarity in some thought processes.
Which brings me to the next point:
I still have some questions
In the lively discussion with the aforementioned fellow writers, I noticed something. Many of them write here: "Everything's fine as long as I can avoid this and/or that person."
!Spoiler alert for Libby!
You don't have permission to view the spoiler content.
Log in or register now.
And I just forgot the other question, sorry, I'm a bit scatterbrained. I'm sure I'll remember the other question eventually, then I'll post it.
Apologies to anyone who read this entire post and thought, "WTF."
Best regards,
Phil