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Venus Waltz
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Philosophy #42 - Kindness

Philosophy #42 - Kindness

I've read a lot of varying opinions on the characters and the personalities in the game. This isn't just about the ladies, though they're the most important in terms of the draw to the game. The MC's personality is just as important an aspect as anything else in the game.

I know some people have their gripes about not being able to make certain decisions. I think removing your agency and not allowing you to make choices is a turn-off, especially when there are other games that offer multiple options. I've mentioned before that part of the reason I don't allow multiple choices for everything is because of the logistics. There'd be scenes I'd have to render, more lines of dialogue I'd have to come up with, more code I'd have to write. It would all just be beyond my capabilities at the moment.

The other reason I haven't added varied choices is I simply don't have it in my heart to do it.

Whenever there's a point in the story that the MC makes a decision, I always consider why he would make that decision and if there are any other alternatives. I limit these other alternatives by deciding what would be the most logical choice. I never have the MC do anything that's completely crazy. But beyond that, I always have the MC make the 'right' choice. I know the right choice is subjective but the foundation of the MC's personality is his kindness. I want him to be a good person.

In that aspect, I'm forcing you to be a good person. I'm forcing you to be kind. I'm forcing you to put others before yourselves. I know some people have had issues with that because it makes the MC feel like he's a pushover. Nobody wants to play an MC that everybody else just walks over. But from my perspective, I don't see it as being someone's slave or being a doormat for someone. I see it as just being a good person. I see it as doing the right thing.

On top of that, I would never put the MC in a situation he couldn't get out of. If nothing else, it's a challenge he has to overcome, whether it's helping Vanessa win the modeling competition or fighting for Erika or helping Harlow with the science project.

But maybe the MC should be looking out for himself. Maybe he should tell Erika to do her own fighting. Maybe he should tell Vanessa he doesn't need her help. Maybe he should tell Harlow her ideas for their school project are dumb and a waste of time. Those are all reasonable conclusions to make. Actually implementing it though... I just can't say no. I just don't want to create opportunities to be an asshole. That's all subjective but I get an uncomfortable feeling when I have the chance to write something that's potentially cruel.

When I've played other games, I've seen options where you can be a jerk. There are chances where you can completely humiliate someone. Not only are these options great for the player but that kind of freedom makes the story even better. I never gravitated to those options. While I understand I'm not just making this game for myself, this is one case where I won't budge. In this game, you have to play the nice guy. You have to be kind. It makes me uncomfortable to consider writing any type of cruelty toward characters that don't overwhelmingly deserve it.

I do like to give you some leeway when being able to choose between Diplomat and Rebel. Those options are in there because I think in some situations, it's fair to take the low road. Even though I wouldn't personally pick some options, I can't at least feel comfortable and rationalize those choices.

The kindness is not just about the MC. The ladies in this game all have different personalities. They have different quirks that make them who they are. As the story has progressed, you've learned more about them and hopefully, you understand what makes them tick. They all share one thing at their core. They all share the same base kindness that the MC does. Even if it doesn't seem like it. Even if some their decisions might contradict that. Even if their personalities would tell you otherwise. Every girl is a good person or at least, deep down, somewhere inside of them, they're trying to be.

When writing a story, you can write anything. Your freedom is limited only by your imagination. In my case, for this story, I had to confine everything not just by my imagination by my own personal sensibilities. There are too many opportunities for negativity everywhere else. I'm not talking about other visual novels or even other games. I didn't want to put that kind of negativity in this story, at least not in any of the characters you're supposed to care about. Simply put, I wanted to make a game where people like each other and saw the good in one another, beyond the flaws.

This is a bit more 'ramble-y' than it usually is but I wanted to articulate this idea because it's important for the foundation of the game. You, the MC, are supposed to be a good person (or at least trying to be). The story is supposed to be positive and optimistic (or at least trying to be). I think the foundation of that optimism is simply the kindness of the characters themselves.

On Episode 16

I've been working all this month. I have some of the animated scenes set-up but I haven't rendered them out yet. Some scenes in particular are a little more complicated than I expected. Admittedly, I'm behind where I wanted to be. Progress is being made though. I'll have a more thorough breakdown of where I'm at with a full progress update next week before the end of the month. I have a clear picture of what scenes I need to render and I think I have a decent amount of work to report.

Apologies for being somewhat in the dark this month. I've just been working and I don't have much to say beyond the fact that I'm still hammering out renders.

If you have any questions or comments, send me a message. Thanks for the support, everybody. Take care and I'll see you next week.

Philosophy #42 - Kindness

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