SakeTami
sierralee
sierralee

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October 20 Update

The previous post has been updated with a new build. There weren't any serious bugs, but a few players were getting caught by something unintentional and I think it's good to get a couple changes out to everyone, like dialogue busts for the new harem member. There will be a .2 version with more added content later.

Meanwhile, unusually, I want to talk about the next update (the epilogue). It's early, but I need to make final decisions about it now so work can proceed smoothly later.

Without spoiling, the epilogue is a small section that caps off the game and wraps up some final loose ends. It's not a gameplay challenge, more an entertaining last round. Now, this isn't a sendoff for the characters (due to all the postgame content) but I do have the impulse to try to get everyone in.

The problem is that the epilogue isn't really that long, so it could feel crammed and lose focus with too many bits that would amount to, essentially, random cameos. I'd feel a bit bad leaving some characters out, though.

I don't know, I'm still sorting it out. Now that I write this, I'm not sure it really comes out to a question, but those are my current thoughts. You can throw out yours if you want, but I'll keep working regardless.

Comments

Heh... it's a common problem, but I was mostly thinking of this one Disgaea game... I quickly noticed that every. last. map/story segment had to circle 'round the table to include a single line from every 'main' character. Didn't matter if they had anything worthwhile to say or not.... at least half of every line boiled down to "Hey, remember me? I'm still here!" Yeah. We never need those comments >.> Even if I love the character and want them to say as much as possible (Believe in yourself, Altina, you are wonderful!) quality > quantity. Obligatory comments are just filler at best, and they ruin the pacing at worst.

Duncan Lutz

If TLS doesn't reveal at the end that it really was just a prequel to the Fuckball game, I will go on a sex strike until it is!

Decarabia

Oh man, that takes back to Fire Emblem: Awakening. Problem with having a cast of 49 characters, is when you want them all to have a battle-line on the final map, all of them to a final sentence to say at the end of the game, and all of them to have an ending slide. It's my 3rd playthrough, man. I just wanna get to the credits.

DankPotatoes

Never was a doubt in my mind.

Abso Haram

Haha, I'm glad you're so enthusiastic, but I actually have a clear idea of how the epilogue will go. Trust me, I think you'll like it. ^-^

Sierra Lee

Or here's a fun idea, you could have "tower entity" (Ulfina from OEA) pop out of the tower, and then go hit a few locations to try and return her home. A follow up to the easter egg in OEA. Would give ya reason to visit a bunch of different characters, cross promotion for the other game, end the game on a humorous note. Or have zombie Kai get reanimated at the Desolate Tower (maybe by Lilith) and make it seem like he's a new IK (which would be alarming) so everyone gets together to fight him off and it turns out it's just Kai fucking cactuses and flowers and such again.

Abso Haram

Yeah, that's a tough one there's no easy way to include everyone. I assume naturally that the epilogue is a rousing game of Fuckball, but you are only allowed 5 players per team!

WaxerRed

Another thing, you may want to do another pass on Fuani's checklist in the Wilds. I don't think she has a prompt for the Final Potion. Possibly others.

Captain Hair

I will take a look, thanks!

Sierra Lee

You didn't ask the question, so I guess this isn't an answer so much as an unsolicited statement of opinion, but..... As long as the characters all get some love somewhere in the postgame I'd err on the side of keeping the epilogue's writing tight rather than gratuitous inclusion, which would be a step down from the standards we have come to expect. This would also save you from having to do as many of the "what if X is dead" variants. Even though all of these characters are your mind-children, it's okay for you to have favorites just like the rest of us :)

Dubsington

Found a random bug on my quest to catch back up. Min had a wardrobe malfunction in Megail's Harem quest. https://imgur.com/a/9EbQEw3

Captain Hair

I think one possible way that the epilogue could be made more concise is to try and focus more on thematic payoff than characters (since the postgame can do that). I'm getting the urge to throw myself in a locker just writing this, but one of the practical benefits of thematic unity in a work is that it allows the work to have a lot of disparate things happening while still making everything feel coherent. To put that more practically, maybe do a series of timeskips that show things happening in the world that demonstrate the world that Simon and co wanted to create (ideally including some things that aren't so good, since a big point in the ending is that all 3 parties have some very good points). Or alternatively have it be a timeskip that goes completely past postgame, and just shows the impact that all of the goddesses get up to. By which I mean I desperately want to know the theological impact of the Goddess of Hugs.

Nicholas

I just find it difficult to approach this problem, since I don't know which characters could show up in the epilogue and which wouldn't. Personally, I would prefer the epilogue not be too cluttered, if some characters don't get a true moment in the epilogue maybe give them some more love in the postgame?

Alistair

Well the classic thing to do would be a timeskip followed by an event that brings all the relevant parties together. Maybe something like Tyna's wedding. Royal wedding would be a big event that a lot of the characters in the story would get invited to. Have Simon travel to a couple of spots to grab some of the cast who are out doing their own thing and then wedding. Don't know if that's what ya got planned, but something like that could work.

Abso Haram

Building on this idea - if characters don't fit smoothly into the epilogue, it'd be great to have a line or two in a different conversation that provides a hook into endgame content containing them. That way if players really want to see XYZ they know where to go next.

MattL

The plan is for the postgame to actually have very few barriers, with scores instead affecting outcomes.

Sierra Lee

yeah...I get that feel. Trying to do an epilogue like Baldur's Gate 3 would...be a several months long thing by itself...not that I'd object to that XD but I understand not wanting to do that, especially given that there will be post-game stuff to do. Even with just the "main" stuff being represented, there is going to be a lot of things to cover.

Donastray

It definitely shouldn't feel forced. I've played a number of games where every little plot beat every last character has to get a single line in. If they have something meaningful to say, that's one thing, but it often just boils down to an obligation to include everyone. And at that point, it's better for the character to not say anything at all. Especially if the postgame will be a meaty sendoff for everyone, the epilogue should be a focused experience.

Duncan Lutz

As long as we get some Antarion stabbing, I'm good with everything ^^

guillaume nguyen

Personally, I'd feel alright if character X does not appears on the epilogue, if said character can still be interacted meaningfully in the postgame. That said, if there are some barriers that would impede me to visiting them (you need 50+ country Y score!), then I would prefer them to appear in the epilogue because for some of us players it would be a sendoff.

Decarabia


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