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Progress Report

🕑 Added 2023-09-13 14:29:43 +0000 UTC
Progress Report

Comments

Monarch Dev

It would be nice to have all your dialogue have some effect in universe but its not always feasible. That said I would prefer that there is some flavor choices than there not be...because it gives you more leeway to roleplay.

Fresh Mulan

It probably is the easiest thing we can add, because it already has art - which is why I’ve been saving it for later. But, I think it would make more sense for us to implement it before the AUG’s shop job, since you’ll have to walk there every day and it would be cool if something happened on your way. I’ll think about it, but most likely it will be added sometime this year or early on in the next one.

Dr. Madness MNA

Speaking of Moscow and Vivarium content, how long until randos start groping Cow-Kira on the city streets?

GbAccount

Epic

Fresh Mulan

I too saw some people being dissatisfied with the choices that “do nothing”, so thank you for voicing your opinion - I think I’ll continue implementing flavor choices moving forward, at least in some quests/places.

Fresh Mulan

The release timeline has shifted, so yes - we postponed that idea. I think that since half of you like Vivarium more and the other half prefers Moscow’s content, we’ll mix them up. We’ll be releasing Vivarium content and AUG’s shop job in turns, to keep everyone interested. So I’m not 100% sure when we’ll add it, but AUG’s shop and Katya’s story continuation will definitely happen and relatively soon.

Soybo

Flavor choices are great!

GbAccount

At one point you discussed about a repeatable event taking place in the Aug shop, is this coming to 0.5.0? Or is it for a later update ?

JC

I'm all for flavor choices; I feel they add depth to both characters and scenarios. If they are a relatively small ask production wise and they provide another outlet for your humor/wit then make it so.

EngelsPringles

I vote yes to flavor choices. I'm of the opinion that not every dialogue choice has to have meaning, but at least some of them do. When it comes to games, I often see people criticize choices that don't change final dialogues/outcomes because they don't do anything. Sure, they don't do anything from a technical or progression prospective, but what they do facilitate is individual characterization of the player character. Maybe there is something that MUST happen in a story, it is a beat that cannot be missed. Allowing the player to frame that with a choice that has no technical effect can be rewarding from a fulfillment perspective. They key is, that there still must be seemingly "meaningless" choices that do effect things like quest outcomes, or disposition. When done properly, the characterization dialogue options serve to mask the disposition and outcome options, thus making the game feel less gamey. At least that's my two cents on it. Looking forward to the Shwift post, and good luck with the upcoming updates!


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