The No Good Very Bad Main Character (I Hope He Dies Painfully of His Own Incompetence)
The issues presented and discussed here contribute heavily to the problems of what follows. Player character lacks premise and means. There are problems two ways. Either you argue the MC is such a vapid person that they would never conceive of autonomously finding out about mind control and how to secure themselves in the situation or you argue that they have sufficient mental facilities to work out immediate consequences of basic premises like "there exists more mind controllers than me and most of them are more powerful than I am by a large margin."
I'm presented by a main character that is vapid enough that I find it far more believable that he'd full heartly pick a fucking fight he absolutely could not win. The only alternative that I see as viable given the characterization so far is that he's such a fucking coward that he could never amount to anything even if you gave him the most amazing mind powers because he'd just be a monumentally powerful fuck up that lacked imagination and courage.
So which is it? Main character will become a badass and take over the world XOR main character is such a puntz that will never happen and they are fundamentally incapable/unmotivated? If they're the former than yeah they'd probably play their cards close to their chest and verify motivations and situations independently of the secret society; they don't have any good reasons at start--having a gun pointed at you does not engender trust and is not good reason--to believe anything the secret society says or accept anything they have to offer or seek indoctrination/induction into the cult or to tolerate being tailed and attacked by lackeys of that secret society.
If it is the latter then there's a lot of people "simping" for this project and they're the butt of the joke the dev is making.
Many if not most of the conditions are antithetical to the player character being effective at carrying out their apparently impotent desires, and the meta-game/meta-narrative structure of the media actively attacks the player's consent and sense of autonomy.
Problems of Narrative Priority in Interactive Media: Or the irrelevancy of plot
I'm normally in favor of two good choices, but in this case, I don't think the dev team understand what two good choices looks like to the player base. Cause if I have two choices before me and they are both fucking Bridgitt then I have 0 good choices. Best choice for me and many other players will be "NO." if all choices presented at an apparent junction are getting raped then again doesn't matter how sexy the devs find that or how sexy some players find that there are for a lot of players no good choices.
The nature of interactive fiction and game design is such that narrative generally takes lower priority to game play and player interactivity. You have to find the reasons the players are going to care about the content you're producing. Just producing content and throwing it out there will get a certain amount of interest and approval as is apparent throughout these threads, but "if you make it they will enjoy it" mentality is dangerous for the community, the player base, the dev team, and the industry y'all are implicitly working in.
In short, there's a lot of players who don't give a fuck and can't give a fuck about your exposition. Plottiness is a bug not a feature to many players.
Main character is thoroughly unlikeable. Surrounded by spiteful, petty, hateful, or unlikeable characters. Why the fuck do y'all think we'd want to know who the fuck the parents of this hot mess is? Don't care if they are God themself. Can not be bothered to give a second thought to that when the limo driver is marching me at gun point.
Content and Content Issues
Lack of diversity of body types is among the least of the issues with this game development project, but lack of diversity of personality and body types among the only romantic/erotic interests and main characters is a major lost opportunity. Makes the characters more forgettable. Narrows the potential audience significantly.
A big part of why I have been summoned here to express my anger with the dev about this work is rape should be clearly tagged in games game especially with content warnings and trigger warnings all through out and preferably content filters and other mechanisms for metaconsent between the player and the developer.
The problem here is that it is unavoidable, untagged, mistagged, the dev argues about whether or how it should be tagged, and there is a distinct difference between the player character getting raped vs NPCs getting raped. There absolutely always should be explicit player informed consent when a player character is involved.
Excuses to engage in bulk violence against women is always worth criticizing. Even if it is the central premise or thesis or theme of a work, there are better ways to present it or do it. This is not a good way.
Bondage Dominance/Submission Sadism/Masochism is common decoding of it. Even if this is BDSM aided by mind control the writing and presentation comes off as an incompetent dom teaching wannabe doms how to be incompetent doms. Again, there's a bunch of things here which are decidedly anti-sexy.
This is generally what the better written mind control ends up being like. Badly written stuff tends to be "You are a blank and mindless doll" and they are a blank and mindless doll then that is repeated ad nausea for every other character--inevitably all female--making all the characters carbon copies and cardboard cutouts of each other and totally fungible and interchangeable and forgettable.
Dev confirms this is mind control into BDSM. Which is actually one of the hard forms to write convincingly and well as it requires deep technical understanding of BDSM practices, BDSM training methods, BDSM politics, and BDSM philosophies to pull off. Then it requires a lot of thought about how mind control powers work and don't work, how the scope of the mind control powers effects the larger world and specifically the individual relationships of the player character with the other characters, and what happens when there are multiple mind controllers with different powers and degrees of power including mundane power.
Bad BDSM representation is just threats, abuse, and coercion.
You have categorically more powerful explicitly male dominators with possibly centuries of experience against you. They also have mind control. NTR is 100% probable, and it is less believable that it wouldn't happen in such a world to someone as thoroughly unlikeable and socially disconnected as the player character.
Autonomy, Freedom of Choice, and Illusion of Choice in Interactive Mind Control Media.
I'd argue for eliminating the house sandbox element and replacing it with context menus instead; it contributes little to nothing to immersion and is thematically unnecessary in a story ostensibly about mind control and character-to-character interactions. Especially given that gamification of the environment is not a strength of the dev team.
Many VNs/games it is forgiveable if the story is constructed with the illusion of choice for the player or player character; choices may exist in those contexts to check in on whether the player is still reading or otherwise actively engaged or interacting with the text.
In mind control genre interactive fic and games however the illusion of control especially when it is easily broken is an unforgivable flaw in the design. If you're the subject of the mind control it can be forgivable but not when you are the mind controller. Autonomy is paramount.
This favors interesting situation generators over linear narratives for the construction of credible mind control narratives. There are a lot of examples that do this better.
The issue here is that the devs do not have sufficient resources to do even what they're good at well. A bad sandbox makes a bad mind control VN worse. If the devs had a member of the team that can handle the programming and UX and accessibility issues associated with establishing a good main game play loop in a sandbox space then maybe advocating that would be good. Otherwise, it is always better to cut subpar content or "features" rather than limp along with a cancerous tumor.
This is such a level of dissociation that I can't relate with. The game is told from a first person perspective. By the very visual language used, it identifies you implicitly with the main character. The story is not only telling you things and showing you things; it is saying things about you personally and the kinds of people who play this kind of game. You may have no desire to have the MC be you, but the MC has the same kind of sentiment about themselves, so I guess you're still identified, no?
Consent and Autonomy of the Player: the Ability to Say "NO" Within the Diagesis
For me the issue is that I don't want to mind control any of them. I don't want anything to do with them.
The only thing I would use the mind control powers for in most of the situations presented would be tell them to go as far away from me as possible.
For the characters that I care about--assuming any come about during the course of the game--I would use my mind control powers to protect them because anyone associated with me is fundamentally going to be fucked one way or another.
There is no circumstance under which I have interest in Brigitte. Not even utilitarian or revenge porn purposes. She's fundamentally untrustable and again dangerous to the MC in the extreme. Mind control against someone who doesn't know and has no training to defend against it is entirely different from mind control against someone who knows that you're a mind controller and knows more about how that feels and works than you do and is conditioned by master mind controllers with way more power and experience than you do.
If you think you're going to convincingly outwit her then I have a dead Sicilian to show you.
In any case, there is a significant chunk of the player base who would use their first successful mind control powered command against her to get her to never bother them again.
My personal view of her is between not interested and don't want her in my story to if cornered considering her a lethal threat and a means to send an unambiguous message to the society. Peace means I get to discover the mind control for myself and make my mistakes and keep my autonomy. Otherwise, it is war to destruction. It can't be any other way in a world in which a mind controller may show up in your room one night and completely change you as a person or make you their slave on a whim or order their armies to murder you or destroy your life and social prospects.
Any mind control story that does not include the possible excercise of the power to get rid of prospective characters fails immensely and immediately. The nature of autonomy particularly in the context of mind control is that you have the absolute power to say no to things. No is the most power command a mind controller has. Lacking that you have nothing.
As far as I am concerned, her line ends with her.
Summary of Problems of the Game Development Project Beyond the Specific Concerns of the Mind Control Genre
This is as relevant today as it was when it was first posted.
I'd estimate the current amount of content at around 15 to 20 minutes if you don't absolute zip-sequel through all the renders--which are the strongest part of this design. A lot of the text is expository vomit that is unnecessary to read and reads like a wall of text because you can infere the vast majority of what is going on immediately from a few central premises that are deliberately obscured.
Or if you have your headphones on and the volume set to a very reasonable level; the embedded audio is mic'ed way to high to be safe for the hardware or the player. The person doing the audio editing on the videos needs to calibrate their levels a lot quieter. Also, y'all need to get over the way you were doing it ten or fifteen years ago and learn the new encoding software and the proper Ren'Py video/audio pipelines.
The biggest problem with the project is that it establishes basically none of the infrastructure it needs to for the long term development of the project.
The clear strength of the dev team is also what is making development so very slow and pulling much needed attention away from the other areas of development.
Rather than concepting in the entire game, the game development is halting around rendering "finished" art for something that barely reaches the status of an early Alpha. As pointed out in the above summaries, we will not see this finished in our lifetime with the current development values, practices, and methods.
The team needs a UX designer. If they're not going to fully commit to a RPG/Sim genre of game play then they should cut that content and go for more of a cinematic presentation especially if there is no significant branching and no ability to say no to any of the content. If this is going to be properly gamified though then they should hire a game designer or someone should heavily train in game design practices. Probably should also seek out writers and consultants for both the mind control writing AND for the BDSM writing. At the least pick up some manuals and literature from the BDSM communities and incorporate that into the writing.
Future updates should drastically slim down the file size. There should be 99% more placeholder text and art until all the storyboard is installed in the prototype and the basic game mechanics and game play loop are established and playtested. Game development should not be moving at the speed of the finished-art-render-pipeline. Patch in finished renders as they're available, but patch together the basic infratructure first and foremost. Keep in mind that if you take 10 to 20 years to do all this then you're going to change engines or engine versions and pretty much all of this media will be junk by that point. If you grow as an artist as you should then it will become stylistically incompatible.