LurkLurkLurk
TMF Expert
- Joined
- Jul 27, 2005
- Messages
- 578
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- 18
Nice.
Just another 125 to go for the game, too.
Just another 125 to go for the game, too.
Safest option is to make the */M stuff optional side content and prefix it with a warning. At that point, only the whiniest* players will have anything to complain about.
And, well, fuck 'em.
*Exception: if you use the Offbeatr money on /M content and contributors were pitching in to support /F content, they're going to be mad.
Differing senarios might be good as well. But how far that can go with the realism you shoot for is up to you.
Like opposed to what they wanted, or putting what they wanted in along with */m?
That said I know how */m irks people for whatever reason, so the idea this time around was to have it optional anyway. That's what gave me the idea to make every encounter optional with set restrictions, basically pick your own adventure with sort of a vague guidelines.
The only thing there is I'm wondering if I could do worthwhile dialog is there's not a somewhat strict narrative. People seemed to like the back and forth the first time around, but that sort of just flowed pretty effortlessly because the the A to B to C etc, linear playstyle of it.
I guess maybe that could be done with sort of both, put in linear stories but that can be played as the player chooses?
Here's what I was getting at. You can minimize inadvertent boner death and accompanying complaints by confining */M to its own sidequests / arcs.
It sounds like what you're describing is that maybe after you get Morgan, she wants revenge and the player picks Y/N to opt in or out of a scene where Jackson is the victim, and all of that happens during the normal course of the story? I'm okay with that too.
A couple options to handle that /M in the middle of normal stuff:
OPTION 1: DUAL SELECTION DIALOG
Maybe toss in a big warning label (instead of a vanilla yes/no dialog) and change the default selection options during that dialog to cause a loop. E.g.: #1 Are you cool seeing /M stuff? Y/(N). #2 Were you paying attention when you said you want to (not) see /M stuff? Y/(N). Where () is the default option, and where hitting N on #2 sends the player back to picking #1.
OPTION 2: GLOBAL /M KILL SWITCH
Force players to walk into a Chippendale or gay bar to toggle a switch. (Place neanderthals outside with pitchforks yelling things like "SCATFURRY FAGSHIT.") Depending on switch state, /M gets skipped.
Jack and Morgans exciting tickle adventures have earned them enough money to move into a nice townhouse.
Jack and Morgans exciting tickle adventures have earned them enough money to move into a nice townhouse.
I'm adding a college campus, that seemed to be a popular suggestion.
I'm thinking because how I'm trying to get this newer game to work (the storyline itself is more vague to give you the option of picking and choosing your victim as opposed to the linear A to B to C of the first) that peppering in a lot of victims in a smaller area will work. As I have it mapped out now there are only 3 new towns.
Again, it all could change if I go to actually do it and it becomes a hassle, but it's looking like I won't really have many issues with it, story wise.
On another note, while I've been deliberately trying to avoid making this game too similar to Tower of Gargalesis, anyone know how he got the "choose where to attack" mechanic in that? None of the forums or guides seem to have it listed anywhere and I think giving every lee their own individual weak spots will really flesh out the combat.