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Multiple choices X linear story

🕑 Added 2025-02-03 18:19:50 +0000 UTC

Comments

Dom Daniel

This is the best path in my opinion, it opens a way to have one character participate in another character story.

Alex Reqlor

Well....... I hope, at least, that we don't have to go through the story of one guy, jump urgently to another in order to go through his piece of the plot for further advancement. Let it be, for example, a list of the order in which to go through the guys so as not to run into the plot wall. Because, as I wrote above, jumping on the plots of different guys at the same time will destroy the whole atmosphere of the plot and the character of the characters, and the game will turn into purely playful porn for masturbation.

Verity

Yes, this is exactly what i was suggesting. 😊 Creating a completely parallel storyline for every single character could theoretically work, but the workload increases exponentially having to account for every single possible interaction and story connection & it forces you to constantly go back & forth reworking past stories. It could make sense to pursue this way of development if you had a team of code scripters & story writers assisting you, but since IIRC it's an one-man project i think you run the risk of burnout in the long run if you pursue a completely parallel timeline. It feels more natural as well, to me at least, to have some sort of linear progression & story checkpoints to characters that we encounter in the same location as you've already mentioned. Makes it feel like you're on an actual timeline and there's a progression to the world the hunter lives in while we work on his respective hunts. The time you save from not having to potentially rework past stories or accounting for all those variables allows you to also be able to devote more creative effort expanding storylines or adding more events / scenes for a character if you so desire. ❤️

Daily Aventure of a Male's Hunter

I understand your point... but it's not in any way about plastering the story or forcing players to take part in stories or follow paths they don't want to, but rather trying to find a middle ground where you have the freedom to choose but there are certain checkpoints in the story that allow me to provide a minimum of “common ground” from where I can continue with the story. Because if I don't create these fixed points, that takes away my creative freedom, as paradoxical as it may seem. For example, in Matthew's story I want to introduce some scenes with Kyle, for them to interact. But if I haven't somehow introduced Kyle and explained his background, that meeting in Matthew's story wouldn't make sense to anyone who doesn't know him yet. So I need to make sure that everyone has at least gone through Kyle's scene in Josh's story so that they can start Matthew's story. Otherwise I have no way of introducing Kyle into it. Another example... Dale and Hector. I wouldn't be able to introduce Hector into the game without the player first getting to know Dale... because only then will Hector's story make sense... there will be a background to start from. These are the kind of checkpoints I need to create... otherwise I won't be able to keep all the stories coherent.

Leo Ivankov

im not sure about any of this since i am not a game developer but you do what it's best for your project, as long as we get the chance to have our slaves/lovers interact with each other, yknow to mix things up and create all possible combnations, Im cool! Go crazy!

Alex Reqlor

It's a terrible idea to tie parts of one guy's story to having to pass for another. It's like an MMO system in which you're slowed down from continuing through the story until you level up or get the right level of gear. In addition, as the number of guys increases, it will create a web of confusion for the players themselves. Another potential danger is that you will have to go through relationship options that are unacceptable to a certain part of the fans. I mean, slave routines, it's unacceptable to me personally, and I haven't chosen this relationship option with any guy, and I don't even want to touch on such a terrible possibility. I am ready to wait as long as it takes to develop the current version of the game, that is, a sandbox with the possibility of free passage. Artificially slowing down the plot is a terrible idea, creating difficulties and, most importantly, destroying the unique atmosphere and emotions of a certain guy by having to be distracted by another guy.


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