I hope you don't misunderstand my remarks as being negative.
Just want to address this as the first thing;
Of course not and hopefully you just see my views and reasonings as simply me trying to answer as in-depth as I can.
I'd agree if this was only a novel but it isn't; it's also a game. I'm not saying the character has to be a bad ass. I'm saying that I feel the player should get more of a say/influence on what kind of character the MC will be. This is especially true in my opinion when there's grinding. The grind should be partially optional, meaning you should have to put in some work but have the option to max out as much as you can if you want... BUT part of the reward for that should be narrative, imho. I took the time to max out my stats as much as I could, then he should be better than incompetent and or a coward, even if he is still going to lose.
There are several factors why it is a bit difficult to do those things.
One would be the fact that I am just one guy doing this in my free time which means I have to prioritize on the content. By adding different scenes depending on the stat in such an early stage of the story (the MC story) would mean to create a lot of different renders and very different scripts.
That is why I have implemented four stats for the mc (which are covered in the in-game stats explanation section).
Morality - which should be easy enough figuring out which dialogue options give it and decrease it. (Example, to kill or spare the mercenary, to look at trinos dead body or look away, to say they deserved to get shot or not (bonans) and so on.
The morality stat is hard to use now as MC do not have any big say in the DeLuca Family and simply not far enough in the storyline to have situation that would require his morality to be challanged.
But in the future an example of the morality stat would be - Kill him quickly (the normal option) and if MC morality have fallen enough - Kill him slowly, or maybe if the morality is even lower than that- cut his throat slowly.
Just an example but hopefully you can get a feeling of how I intend to use the stat. Ofc, some events will change slightly depending on morality.
Right now there is no way to see the morality but planing to have it like the heart stat (where the girls portrait change depending on their love level)
Then there are three other stats. Anger, calm and crazy.
Many times the MC has three dialogue options (example when the bonans or Straffan ask who the MC is)
The options are very different and should be very obvious which one is the calm (My name is ___), anger (None of your business!) and, crazy (The tooth fairy).
After a few more events of these and MC having a bit more 'say' in the DeLuca Family those will actually be the stat that will change the script and scenes of the narration. Not in a crazy way that would make it too hard for me to do but in a smart fashion that makes it feel like the player have an impact on the personality of the MC.
But all of those are simply 'building up' and adding any events at this stage would feel out of place (for me personally).
Say that with the minimum stats you can have to advance, you get to a fight scene. The scene plays out with him being totally dominated... but with better stats, the character is still beaten, but maybe he manages to land a hit or disarm the attacker (maybe that requires more stats) or maybe if the player is at an even higher threshold, they beat the attacker but then help gets involved. I know this only changes things narratively, but I think in such a story driven game, this would make grinding more worth it/fulfilling.
Now the thing is, those were actually how I envision the stats to be used. (Especially for the planned tournament sections). BUT a couple of things to address here.
One, it is (I know I am going a bit of a repeat here, heh) early for that. MC first *real* mission and he goes on a badass fight scene is not how I want it.
Think of all the current events and story sections.
They all have a purpose to them. Most of them have several purposes. Adding an early fight scene for the MC in such a way as described would be a huge workload. It require several renders, script change and has to cut out a lot of other scenes.
But most of all, the essence of the originally planned reasoning for the story section would have been lost.
And the final reason is that I am planning to revamp the whole mission system tbh. I am not that happy with it. Can't say anything for sure yet however.
Also why I can understand your concern for the mission stat not following the main narrative. I want it to change.
This is entirely true for some people. I can even see the justification for him being this way (another reason I can't just say you're wrong (because you aren't)) but I can also seem him being able to adjust rather quickly and or not as hesitant. I am just of the mindset that the player should get to shape his personality in that way. Since there are hidden stats, it makes it hard to know what matters and what doesn't. If his morality is low enough, maybe he isn't hesitant or nearly as hesitant?
Remember, this MC has a background, own story and his own personality.
I want the player to have some degree in the direction the MC grows and how his personality
changes but compared to a silent mc- this one is a bit harder to crack.
Also has to say that there has not been enough instances of morality changes for the mc to get an automatic morality scene change. In the future that will be the case tho.
I know dialogue affects the stats, but for some reason, I thought it was going to be stats also affecting the dialogue. Like dialogue and or choices that are only available based on your stats. I have not noticed any dialogue that only appears if you have high enough stats for them to appear.
You are right on this. I planned to have other stats such as strength, charisma, intelligence and also the mission stats to have an effect on dialogue and narration.
Buuuut, a lot of dev mumbo jumpo on planning (training arc with the girl) and stuff I had to take that on hold for a bit.
It is still planned, but not in a concrete way yet.
I definitely understand that, but this is why I think providing constructive criticism and opinions are important. For instance, whereas you believe it's too early to have stats affect scenes, I think there were a number of times where this could have happened. Whether you agree with me or not, I understand and respect your point of view, but I'd like to at least try to offer a different perspective because there's a chance it may prove helpful in some way.
Absolutely, and many times the reader/player has a view that can be for the better but there are also times where the author simply can't comply because of what is planned (but cannot be said), heh.
This game is quite incredible in my opinion and the writing is pretty good. It's one of the few games (maybe the only) where I don't simply skip through the dialogue so I hope you don't misunderstand my remarks as being negative.
Thank you for the kind words and hope I answered some of your thoughts you had!