Since English is not Kroq-Gar first language (it isn't mine, either), I want to apologize for my previous rant. He has explained himself quite well in later posts.
Crane wrote:... But what does all this have anything to do with "right choices" in Lucas` case? If you choose him to be "extrovert" you`ll have "aggressive" answers and if you choose him to be "introvert" you`ll have "modest" answers. There are only a few choices regarding player`s choice about Lucas being comfort/discomfort but they only emphasize a little more Lucas` "extrovert/introvert" reaction. This has nothing to do with his "personality" has only to do with his (your) choice how to react after him losing his wife by death or by her being a bitch. This reaction does not confine or define his personality.
And the "right" answers are truly to his reacton to his lost. The differences between answers are logic, not related to his personality.
If I understood Kroq-Gar correctly, the problem with FM is just that: the correct answers ARE related to Lucas personality and the player has to stick to it for the whole game. It's more or less the same as in Dreaming with Elsa, but then the options were clearly 'romantic' or clearly 'sexual' so it was easier to keep on track. As you have explained above In FM you have a little more complex combination. OK, it's not about being simple-minded but about being willing to pay atention during long conversations.
But in Redemption for Jessica you just have to NOT choose the same type of response: you had to be funny, then supportive, then serious, then funny again... That's probably a more realistic approach, because all of us have 'complex' personalities and sometimes we use a kind word and sometimes a funny one, it's a balance. Maybe that's why Kroq-Gar liked it so much. In fact, I found RfJ easier than any other game made by Tlaero because in my first playthrough I was clicking almost randomly without paying too much atention to what I was saying (that's the way I usually play a game for the first time) and got the perfect ending.
And in Getting to know Christine, as in previous Tlaero & Phreaky's games, it was a matter of understanding the
girl's personality and choose the right answer for that kind of girl. That was criticized by lots of people because it made the men look a bit weak and influenciable. So Tlaero decided to define a personality for the playing character, which lead us to this discussion
