tlaero wrote:I think what you should ask yourself is what is the purpose of the score? What value to the player does showing it bring? And is that value worth more than the confusion? It feels to me that, given my limited understanding of your goals, you are better served by not showing the score at all.
Tlaero
Tlaero, I greatly appreciate your advice and definitely learn from it. I ask myself these questions constantly when building out the logic phase of the games (internal scoring and such), and how much to display to the player. It's definitely a tough balance. My philosophy of score is something to use as one of several tools to provide feedback to the player about whether or not they are on the right path, and manage overall difficulty. Other tools being things like positive and negative text or visual feedback, of course.
I really appreciate how you've experimented with scoring and other concepts in your games. Keeley is my all-time favorite game in the genre, and I probably dust it off once or twice a year an play through it again. I think my favorite scoring system was Christine, especially with the multi-layered scoring leading to the alternate ending. Keisha confused me at first until I realized what was going on with good/naughty balancing. I think that was a brilliant concept, although I'm not sure it worked for me as implemented in Keisha. However, it did give me ideas about how to track multiple relationships, especially combined with what was going on with Lindsay behind the scenes. Ultimately, I stole/borrowed the scoring concepts from your games I liked the most, stirred in some of my own ideas to come up with the system in BEW. Thanks for all the inspiration!
Personally, I don't care for warm/cold indicators on relationship (score type text that says "Emily is really happy," or "Faith seems angry") and probably won't include them in this game. I know some folks are great fans of that, and respect it, but it's not me. I also don't want the game to be as easy as hit Save, try an option, load, try an option, load, take the option with the highest score. Save, rinse, repeat. That won't get the optimal path in BEW, but that's not really by design, just a happy side effect. Those that hit Save, and go 4-6 steps or so to see how things play out before loading would likely have better luck. Or, the real score-mongers could turn debug mode on. I added all the relationship scores to the score line in debug mode. Mainly to help me debug, but I'm not going to tell anyone how to enjoy the game, and I don't want to set intentional road blocks for the cheaters either.
One thing I'm debating with myself, and taking opinions on, of course, is whether to disable score completely for hard mode, or give it as a player selectable option, similar to the auto advance option you used in Keisha. Ultimately, whatever I decide on, I'm sure there will be a lot of people that hate my scoring system.
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Hopefully a few will like it.
ExLibris wrote: However, in a game like this it does serve a purpose in being an easy and convenient way to convey information to the player that the format of the game would otherwise make impossible.
That's pretty much my thought too. With multiple girls, and multiple paths, it makes the game considerably more difficult. Giving the player more tools is beneficial, but I don't want to hand them everything on a silver platter either. Also, basing anything on an all encompassing score at some point to use as a gate, especially as the game progresses, becomes unrealistic. The branching may not be immediately apparent with what's available in just the initial office and bar scenes.
An easy, obvious example would be choosing to go to the strip club rather than the bar. Some non-specific storyline hints in spoiler.
ExLibris wrote: I would say hold off on posting an updated version for as long as possible. Preferably until the game is complete. It's frustrating to play a game and be forced to stop midway through because the game isn't complete. It's even more frustrating when the game is as promising as this one is.
Thanks for the compliment about the game being promising!
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I certainly don't want to burn anyone out with a lot of updates and versions; however, the feedback I've received here has been incredibly valuable to me and has already made the game significantly better in what the end result will be. I would prefer what is here as a "pre-beta", or "work in progress" to be a better representative of what the full game will be. Currently, and subject to change, the options I'm considering are to:
A) Do a total of two more partial releases before completing and releasing the full game. The first would simply be what is already there, with the new difficulty system, and the recap re-enabled. The second would be a "Demo" ending at the end of Act I, around mid-day on Day 3. There's a perfect, natural stopping point there. (First release roughly a week away, second about 2 months later at my current speed.)
B) Do one more partial release containing all of Day 1, including the new difficulty system, and the recap re-enabled. (About a month from now, at my current speed.)
or
C) Leave it as is, and just release the completed game of all three Acts, 7 days. (probably October-ish.)
I'll take votes from all who care to share their opinion. I reserve the right to ignore the majority and do whatever I want, but I'm curious.
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Wolfschadowe