It is like that? I have been looking forward to playing it since I loved the beta of Safe Haven. I may push through and do it anyway.

Also, just to be clear to anyone wondering, I was not talking about Demos. Demos are great and a part of the commercial process.

But that one time it pops up asking you to buy the full version to continue should be the only time, and take you to purchasing the whole, complete thing.

And, of course, no tokens in a fiction game please. Why…why…shudders at memory

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@colliecollie

Last time I checked, which was a few months ago, yeah.

You could already do that with the temporary save-state system that people use for their WIPs, if Choicescript couldn’t be made to support a plug-in or something. As long as they don’t close their browser, setting variables back and forth between save and load is as easy as cake.

That was changed relatively recently in the history of CS. At one point you could only display text, not set any variables or use gotos; at this point, choice and fake_choice are almost interchangeable, except choice has a few more restrictions.

I would love to see more games about stable workers and other “ordinary” people. It’s more fun for me when someone has challenges to overcome that don’t require kryptonite constantly turning up.

My WIP has baths and bathrooms and clothes. But no, I didn’t actually get into everyone’s toilet habits. Whenever people ask about monster digestion and reproduction I either keep it technical or dodge the question…

In Zombie Exodus you can skip ahead to replay only a certain chapter. It’s awesome.

Not true! Mary Sues are hated by the kind of horrible, jealous girls who are dating their love interest in the canon fiction.

I loved this once, but I wish to love it a thousand times. I hope someone makes this.

That. I can’t read demos with tons of typos, because I end up getting out my red pen and it takes all day to read two scenes. I’m fine with doing that for the odd error in a good game, but being the first person to proofread is not as fun as playtesting.

I feel this. I ended up feeling troubled about Zombie Exodus, because I paid to unlock the game and didn’t quite realize the other chapters would have to keep being unlocked with money. I was absolutely fine with paying the total price asked for the game (I think it was $10 for a long and well-made game) but if there had been a “Purchase All Chapters” option, I would know I was buying an episodic game up-front rather than it being somewhere in the description (I’m assuming it’s there somewhere?)

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I agree. While I like demos (helps me decide whether I want to buy the whole game). Paying per chapter is annoying. It breaks the flow of the book and you’re never quite sure how much it will be in total. I’d rather have the option to buy outright every time.

A bad fanfiction one could be really fun, hope someone feels like writing one :smile:

(Just reminded me of a comic- Ensign Mary Sue Must Die for anyone interested http://interrobangstudios.com/comics-display.php?strip_id=991 )

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I don’t think Zombie Exodus is a fair comparison. While you do need to purchase the parts individually, each part of Zombie Exodus is $1.99 US for 250,000 words. There’s a huge amount of content in Zombie Exodus and a huge amount of choice. It’s also an extremely replayable game. Although I do agree that it’d be nice if there was some way to display and unlock the full price of the game from the start.

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This is actually something that annoys me about all RPGs in general, but applies to CoG. The lack of a “new game+” feature. You spend all that time developing your character’s skills then when he is a powerful character the game is over. Give me a chance to play through the game with my fully evolved character. In Choice of Zombies there is something sort of like this the; Delta Operator expansion allows you to play through as an overpowered character.

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Something I’d like to see too. As a note, though, there is an easy way a writer can add these in themselves with CS as it stands currently, through a password system. It’s pretty old school to include that straight at the start, but if you want something a little more streamlined and modern, you can make it a ‘cheat’ system tied to the player’s name. (You can even have it double back and ask the player their name again if they put in a ‘cheat’ name).

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I honestly understand why specific games have specific gender locks. In fact, it makes sense to me. That one game (can’t remember name off the top of my head, has ‘Infinity’ in it) starts off by saying: Yes, you’re a guy. Women might have been in this role too. But this isn’t a story about you running around hiding your boobs, being awkward during showers, and freaking out over that time of the month in military boot camp. It’s about an ordinary guy in war. Deal with it.

In the same sense, Guenevere does that too, but people seem more accepting as there ‘seems’ to be less characterization to it- the only true characterization given is her stats (of which there are few, thank pete) and her personality. No customization of appearance, no name changing, etc. It’s awesome, we’re dealing with a story we know, and a character we know, but can influence.

The lack of customization is what seems to make it more acceptable, yet most complaints about lack of customization link into lack of immersion- but Guenevere is one of the most immersive WiPs in this site, in my opinion.

Is this because we associate ourselves with a role, and if it’s not a straight ‘given’ then we believe we should have far more options?

This being said, I believe that the gender plucking of choice of Romance and choice of Broadsides was incredibly awkward.

Yes, we should try to get over gender stereotyping, but by over-compensating, isn’t that a form of abuse in itself? I once read an article about a group of comedians that actively picked people out in crowds to mock at, and they tended to choose white males who sat with white female partners. A black gay man in a wheel chair called out to be bullied too, and then he was, for being gay, for being black, for being in a chair. By avoiding such things, we’re bullying them too- if I can bully a man for being white, I should be able to bully a man for being black, or chinese, or hispanic, or whatever.

So, gender stereotyping (I digressed, sorry) is done through choice of broadsides and choice of romance. It seems awkward to have a woman do what a man does in choice of broadsides. Yes, power to woman, hoo-rah, (I am female) but what happens to pregnant women? They can’t stuff their husbands back home, they have to go to sea, and work, and they could very well lose the baby during a battle, with the stress, and that leads to political issues, moral issues, and a lack of people to fight during baby booms. (We won the war, yay, have sex, oops, all our fighters are knocked up)

Choice of romance is just…ehhh. Over compensating.

I don’t appreciate all the American-centric-isms of these games, but I understand that too, most writers and viewers here are American (and too a lesser extent from the UK, as far as I know) but when they start quizzing me on American history, I give up, and say 'Well fine, I’ll write a game where you have to memorize the Reform Acts by de Klerk, and what led up to Apartheid!

And then people would moan and say: Oohhhh, no, boo South Africa, I know nothing about it.

Ehem. Such is it for many about America.

I don’t like it when character customization has zilch effects on the story. Or when they don’t matter. The game says: You can look however you want to! I say: Cool, okay, I’m a girl, and I’m bald. Game says: He grips your hair, you can’t fight away (also, he’s a lot stronger than you)

Pardon me. Girls do martial arts too, you don’t need to be stronger that him, you just pull his thumbs in the opposite direction, hit his instep, or do the main thing all girls know to do: Aim for the nuts. Thank you.

And I’m bald. What hair?

(Once again, that was some gender stereotyping right there)

At least there is little damsel in distress based games here. I remember those from quizilla (someone mentioned a couple back). They were stupid, but good for wasting time. It was hard to find a decent series then, must say.

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YES. I completly agree: I know many women who could take everyone in this little coffee shop at once! Y’know, unless Jason or someone has a Banhammer under the counter.
What I mean is that I completely understand, games shouldn’t stereotype that girls are automatically weak.

And Owwwww.

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in regards to the Americanisms in these games, I’m English but I set my game “Unnatural” in America and as CoG is based in America I assumed the majority of its fan base is there too so I made the concious choice to go with American spellings and terms

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I don’t like games that have a set character. I love customisation and the inclusion of options from psychopathic satanic ones to angelic ones and everything inbetween. My two favourite games and the ones that do this the best are zombie exodus and tinstar. In them it really feels like the character is a digital version of me :p. Plus trolling options that are over the top are super fun.

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To add to that, I hate it when you’ve got your perfectly optimised character, and then… NOTHING CHANGES! That’s really annoying.
Add quote here

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For me, it would have to be stats deteriorating over time. I just think it makes gameplay overly tedious, but that’s just me.

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Okay. I’m going to get into some iffy territory here that I’ve been thinking about. So, maybe I’m just looking at it wrong or I’m failing to understand the concept, and I’ll agree that other people can view it as fun.

I’m not a fan of the “charm” stat concept. Given most games derive charm from appearance this makes less sense. Dracolich raised from the dead? Pretty sure he can be talked down when he gets a load of dat booty. It’s highly doubtful some ogre beast is that concerned about the looks of someone it plans to eat the bones of(It might. As we all know, ogres have layers.)

Now take a concept that’s not even appearance and it still seems kind of stupid to think that a character will always know the right thing to say and that no matter how weak the argument, someone is always going to listen and do exactly what the player wants.

Then it can be broken down into two just as jarring ways:

One, non descriptive actions that mean it works without going into detail how. Not the most intriguing

Or the alternative would be to watch your character say things which I have read more than a few stories where it just feels like the MC would just antagonize them and make things much worse, but instead gets a “Hmm…know what? I’m not going to kill everyone today. I’m a good guy now.” Not always, though on occasion the debating point the MC uses will be a rather weak argument that just has to work because it’s supposed to rather than there’s a logical value.

Perhaps my biggest problem is the general idea that talking your way out situations is generally way too heavily rewarded compared to other options. Talking things out is obviously the ideal solution to a vast majority of real life problems . As a gameplay mechanic, there’s almost no risk involved and every option is treated just a little too golden, no matter the personality or nature of the person the MC is talking to.

So what would be a possible counter to this, however? I may be wrong about this and this is where I might lose some people further. Your MC’s personality helps them get along with people of the same nature or in certain situations. Two reasons. It makes it have more use than just general character building. Second, the logic being that an abrasive MC would generally know how to treat another abrasive character, but is probably at a loss how to deal with a more timid one The idea being that this gives more realism to the story and lets the player get away with experimenting a little more to their liking.

I don’t know if anyone agrees, however I’m not convinced I’m alone in thinking this either. It is just the way I feel.

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Have you thought about the possibility that this extraordinary charming skills are not meant to be an ideal, but a possibility to give an option for players that did not want to take the fighters path? I’ll use your examples and hope you are ok with that. I am pretty sure to defeat a dracolich or an ogre, a player would need, either good fighting skills or being good at magic. If there was no other way to defeat the creatures you would punish players that did not concentrate their stats around this two points.
You are right and it is definitely not realistic, but it is most times just a game mechanic and adds to the question, how much realism players want. I personally am more on the fun and escapism side of the gamers, so I am ok with such mechanics, but there are also a lot of people who would like more realism in the games.
I hate most the mechanic when you have to min-max your char to get the best ending or when I have to give special answers to ROs to get them to like me

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To piggyback on that the fact that you have to chose what your goals or morals are at the beginning of the game before you really know what’s going on and then are penalized for making your choices based on the situation.

Also I wish there was a save system I only have so much time to play games.

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I wholeheartedly agree on the RO point. I enjoy being able to develop my character’s personality as I envision it while still being able to romance a certain character. I understand that realistically not every personality is compatible, and I might expect this to a certain degree. For example, in Psy High, your MC can be sarcastic and almost abrasive but still romance their best friend, which creates an opposites attract situation. However, certain choices can lead to a break up if you push your luck too far, which is totally understandable; Psy High allows for you to generally play your character how you wish and still romance your friend, with reasonable limitations, and I appreciate this. Another example could be the Wayhaven Chronicles, in which you can romance any of the four members of Unit Bravo and essentially be whoever you want. Sarcastic and edgy? Go for it. Sweet and naive? That’s also an option. A personality that’s all over the place? Still valid. There’s isn’t truly a consequence with the romances, but this is really due to the nature of the game. It is centered around romance, so it can’t really lock you out or force a break up, but the point stands.

My character doesn’t have to agree with everything their romance believes to have chemistry with them.

To clarify, I know what you meant by special answers. You were talking about very specific choices that lead to a romance being locked in, and I went off on a tangent about something similar but not exactly the same.

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I think I should try psy high, have heard a lot of good things about it. Have you Tried Keeper of the sun and Moon, I liked that a character, whom you told that you do not want to Date him, likes you just like before, No Broken friendship because you don’t want them as RO

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I agree with you. Makes it worth to build up relationship with several characters rather than just concentrating on that one character you want to romance.

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Having a back-function would be nice, though checkpoints are okay too.

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