Wolfschadowe wrote:I'm doing the same with BEW...kind of.....
I think you are doing many things right with the development of your game which can, and in my opinion should, be also done by other authors new and old. For those reasons alone I think that even if you don't finish the game, you have already had a positive impact.
Some things I think you did/are doing right are:
1.-
Posting a "teaser game". That way you got a taste of what the players thought about your idea. As it turned out, it was really good so this game has already more attention than many other games that have been released in full. But even if it wasn't that good, you would have gathered criticism which you could have used to know whether you were willing to improve or evaluate whether you were just wasting your time.
2.-
Keeping an updated page on progress. This also contributes to keep the interest of people in a project that is going to be a while before it's released. Potential players can see that the game is not stalled.
3.-
Maintaining contact with the community by answering here in this thread.
4.-
Working in your game regularly, almost daily probably. This is of course what people that make a living by telling stories do, no matter whether writers, moviemakers or game developers. Even if you don't make a living out of it, this is also what people with serious hobbies do. Of course you need to rest from time to time, that's why mankind invented weekends. But in general, if you really want to finish something you started, there is some dedication necessary even at times where you might be a little fed up.
5.-
Having a very detailed plan of the game early on, especially which
all the branching which is also a great thing. Your divsion in Acts which as you yourself have said, it is very convenient. That way, you can work with the goal of finishing each Act, which at all times, is a more reasonable objective than finishing the whole game.
6.- And of course,
doing the game you want to do, which has been discussed many times as the best way to ensure that the game will be eventually finished.
More personally and less generally - these cannot be applied to every game - there are several things about your storytelling that I think work very well.
7a.-
Having a long term goal - the woman in black - which is not clear from the beginning how you will achieve it, while giving at the same time the opportunity to the player to focus on secondary goals like Emily. I understand that these secondary goals might become the primary ones depending on the player. However, I think it's a plus to have an introductory mystery that cannot be solved right away (as opposed to the "goal" of having a sexual encounter with Emily which is achieved immediately).
7b.-
Well balanced use of text and images. In many instances, your game advances quite a bit not by posting new pictures but by using the same picture and telling more stuff in the text frame. This is very good since it allows for more complex characters than what you can make only with pics. The final result is that, assuming that the sexual encounters are the climax of each scene, you are doing a good job in making the player eager to have that sexual encounter. To put it bluntly, when the sex arrives, I think there is a good chance that the player wants to fuck that character. This is opposed to other games where the characters that you get to have sex with, most tipically Chaotic's one, have no personality whatsoever nor life stories.
7c.-
Good build of sexual tension. This is related to the previous one. During the actual sexual scene, it seems to me that there is no rush to reach the main acts. Your characters spend quite some time fondling, etc and the transitions to the best stuff are smooth. You can see how the point where the girls end up sucking the guy happens and it feels realistic.
Many previous games have implemented some of those things, a few have most of them, but I think none has implemented them all.
The most important thing I think you are doing wrong is doing the project just by yourself. And not because of the time it will take. People wait for years for Mass Effect or whatever. But I think this genre is evolving towards colaborative efforts like those of
tlaero and
phreaky or those of the lop team and probably that is the right way to go. More people involved in the creative process, not just beta testers, implies that there will be more ideas. Also when one gets tired, the other may push and you always have someone to discuss about every aspect of the game.
My 2 cents.