ChaosMorning wrote:It would be interesting, since I believe there was some mention of holidays, the two spending them together? Say, I dunno, visiting family on Thanksgiving or different "themed" dates/events.
ChaosMorning wrote:(Though if I may, having some characters get engaged at the game's end is a bit of a poor plot move--it's a more than a tad cliche, and since the characters are--to the extent of my knowledge--young university students, then planning to get married isn't a great plan. Moving in together off campus would seem like a better idea.)
Aleema wrote:Hmm. Anyway. Yes, I agree. Romances can get horribly formulaic in games because they're in a specific medium that knows to hold off the "reward" until you complete the game. When I wrote Loren, I had to stop the characters from kissing before the ending CG scenes many times. As Jack told me, the player is going to expect a CG for when they kiss the first time, and he just doesn't have the resources to commission CGs for every whim I have. I'm sorta boxed into a corner, where everyone has to progress equally and do the same thing at the same time (surprise naked party!!). Thankfully, in my own games, I get to progress relationships however I want and it's refreshing.
ChaosMorning wrote:Honestly, it's a bit too odd for me. I mean, most relationships would probably have a touch more dating and the first kiss far earlier in the relationship.
Say, multiple dates, a first kiss or tryst occurring earlier in the game as opposed to the games conclusion. I think this would lend itself well to the plot, that way it wouldn't feel so based on the physical aspect of the relationship.
jack1974 wrote:For Spirited Heart 2 the writer suggested to have more events AFTER they marry - not sure if we'll add that yet considering each character is about 20k words on average, which means 120k words only for the base 6 characters. But I'd love to have that option.
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