![]() The sim element is intended to limit engagement to the moments when you're either making a decision or receiving an important piece of information, stuff like "maintenance" will be done automatically. We intentionally kept our initial funding goal on the lower side to budget for the minimum amount of assets we'd need to create to be happy with the game in its finished state, and any additional funds we get above that initial goal will let us add more art and content beyond what we originally planned. Completing the game without additional funding would be a big setback, but we'd find a way to make it happen (whether that meant releasing the game with less art and other assets than originally planned, or delaying the game so we could save up money to fund it ourselves).įortunately, we probably won't have to deal with that possibility I don't want to start counting chickens before they've hatched, but we've already hit 40% of our minimum funding goal and the project has only been live for 40 minutes, so I'm pretty optimistic about us being able to meet our goal. We've put too much work into this to just walk away from it if the Kickstarter fails to fund I've been working on this project since 2015 and the lead dev Max has been working on it even longer than that. (And even if people don't question your motivations, putting a bad singer on lead vocals doesn't sell very many CDs or concert tickets.) Maybe someone is genuinely infatuated and wanders into a relationship with the expectation that you'll be in love forever and get married have a million beautiful kids together, will you be able to say yes to that? If you say no, how will she react? And if you say yes, how will the people around you react? Even setting aside the specific issue of a relationship between a manager and the talent, there are a lot of real-life idol groups that have "no dating" policies because some fans want to maintain the fantasy of the idols being pure, chaste, and unattached. Maybe someone wants to get more attention in the spotlight: deny her preferential treatment and you may have to deal with a jilted lover give her preferential treatment and others may start to notice and question why a bad singer is getting put on lead vocals. When it comes to "romantic" involvement, consider the counter-party and their motivations. ![]() ![]() Part of affirming the idea that "your actions have consequences" means not making the player feel like they're caught off guard, so when bad things do happen, it feels justified. The game will involve some weighty topics like bullying and depression, and there is definitely a certain dissonance between the moe visuals and the potentially dark subject matter, but we're not really out to "shock" the player. This lets us avoid a lot of explicit moralizing rather than wagging our finger and saying, "How dare you," we can just say, "Look, someone found out about what you're doing and is blackmailing you, and that hush money is going to come out of your bottom line," or "Hey, your story went public and now advertisers consider you radioactive and a huge chunk of your revenue is gone." Or maybe the idols think that you're playing favorites start performing worse, disrespecting you as a manager, or bullying someone who they perceive as getting preferential treatment. If you engage in some scandalous activity, there is a risk of getting caught (depending on how flagrant you are about it), and that's obviously going to have implications for your business. That being said, one of the things that we get to do because we have more "game" elements than a typical visual novel, and we can use that in a way that supports the narrative. One of the major themes of this game is that your actions have consequences, and part of that is making sure that certain outcomes, including "bad" outcomes, feel like they're "earned" in a way that makes the player think "Yeah, I deserved that," or at least have an understanding of why it happened.
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