Maid Mansion (女仆洋馆)
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Maid Mansion (女仆洋馆)

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Jase 2021 年 8 月 16 日 下午 1:47
The dialogue in this game makes my blood boil
I find the whole plot deeply annoying and the characters irritating. I hope the story is worth enduring to get to the lewd parts. Like the girl under the desk who any normal person would fire on the spot...
最后由 Jase 编辑于; 2021 年 8 月 16 日 下午 1:56
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1ceTr0n 2021 年 9 月 3 日 上午 10:29 
Go back to Hello Kitty Island
deckrect 2022 年 2 月 2 日 上午 12:37 
Oh, well... It seems you re talking about three different things here: Plot, Characters and Dialogs.

I didn't play much to talk about plot. The premise is a little bit simple: Harem. It's about having an harem and, as far as I played, also seems it will involve some extra harem building. I'm not sure IF there will be a big plot, but I need playing.

Characters. Well... It's a compliated topic, because characters doesn't need to be deep or complex. What dictates it is the story told and the way the story is told. If you have a character driven story, you need some character cmplexity. If it is a plot driven story, you don't. As far as I could see, the main character is as vague as usual, in order to allow some room for the player to fit it's own expectations. It is not the "right" way, but the "usual" way. The other characters are just what they need to be: archtypes. Japanese dramaturgy tends to go for archtypes, and a very specific set of archtypes. It may feel anoying sometimes, but archtypes have their uses and places too. Specially in a story where the supporting characters are actually assets to the main character.

But dialogs... Usually, Visual Novels have terrible dialogs. Designers SHOULD invest more time and energy on this side of their crafts. You spends tons of time into pointless dialogs, which are not actually conveying any information OR, what is even worse, they spend time repeating what was told. NEVER, EVER, tell your audience something they already know. This is script writing 101. Also, they spent time and energy describing things that the scene already tells us. If you want using a visual support, make use of it's power. If a character tells the other to leave and you remove the asset of the image from the scene, you don't need to tell the character is gone, for example.

I think Visual Novels could be improved by some extra work. Taking more of it's original "parent" - The Gamebook - Is a start, but even those had some problems that could be improved too. Howerver, until then, the game is pretty much in the lines expected for Visual Novels, be it in theme, language, characters and all the crap too, like info dump.
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