4.70 star(s) 125 Votes
May 26, 2024
472
376
I don't know why but with this picture part of me doesn't want it to be an actual person , but in reality Vivian has imagined her younger self sitting across from her , and is talking about the situation as a whole and trying to figure out what's happens next , what does she do with Christian, what does she do with hutch , like a moment where her inner conflict has hit boiling point so it manifests itself into her facing herself so to speak to finally address the matter etc

Now I would say this is highly unlikely to happen but I do think it would be a fucking great concept

Also plot twist none of it is real there is no hutch, no Christian and no sawyer , turns out Vivian is in a psych ward somewhere absolutely loaded on meds and this has all been a figment of her imagination hahaha ... God imagine that happened
 
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SC Stories

Your Humble Servant
Game Developer
Jan 19, 2022
127
2,749
I would agree with you that some games that offer multiple paths/ branches end up falling away towards the as you mentioned you might get taken off the patch you want to be on or and this this probably annoys me more you remain on the path you want but end up with an incredibly lackluster ending that feels rushed with no actual thought put in it as the focus was more on other paths

Now with that being said if you where considering choices/paths I would just keep it simple and have it as a good ending and a bad ending so only two potential outcomes and given the sheer amount of theories posted if you tried to please them all where do you stop, so that would be my suggestion if you where genuinely considering offering a choice
The following are my personal thoughts on what guides me. I realize I am in the minority.

The only place I see multiple paths working is in a harem story and the player can chose to fuck/not fuck certain love interests based on personal preference. Beyond that I do not get the appeal. I find them distracting, emersion breaking, and unnecessary. I guess I just don't 'put myself' in the shoes of the MC. I'd rather just observe it like I would watching a movie. In fact I tend not to play POV style games where you view the world only from the MC's eyes. If there is a walkthrough mod I use it because I don't want to replay something 15 times trying to russian roulette the right combination to see an event. I stopped playing one particularly long game because I was really just interest in content with 'Jill', but, even with a mod, I fell off her optimal path and I wasn't going to restart that long ass game to try get better story with her. There is another epically long blue ball game that throws up a choice box every 4 fucking frames. FFS, we all want the corruption path... why bother putting up the 'loving wife' choice at all!? (sry... rant over).

In my story there simply isn't a way to add paths that wouldn't derail the track I've put it on. The only thing I could do is maybe let the player chose between a couple outfits or maybe add more views/animations to sex scenes and allow the player to select the one he wants. But even that requires a lot of work that takes away from other scenes or maybe cause me to simply remove some scenes. For example, in the next update there is a transition scene that connects two events at two different locations. It has 200lines of code, 53 renders, and a 600 frame animated camera pull. Would the story work without it? Yes. But now I have a beautiful transition scene that ties the other two together and sets a mood for what's about to happen.

Even for a professional production team, multiple branches are simply a money grab. This is fine because they are making a product and selling it to support themselves, but their goal is not to tell a compelling story from start to finish. Their goal is to get subscribers and keep them as long as possible. That's done by appealing to as large an audience as possible and dragging out the game as long as possible. For AVNs, I think it's okay to have a small side story or the occasional gratuitous scene just for the sake of entertainment, a time out from a serious plot, but some games just jump from one random even to another.

As far as endings go, I think the ending is the most important part of the story. Again, some games just jump from random event to random event and then BAM... here's a random, rushed ending, if they ever get to one. My story is narrowly focused to a specific end. My production goal originally was to create short stories. Just a couple hours long, published as completed/final projects because I hate 5+ year games that never end. My first (unpublished) game is just that. 1.5-2hrs long with the ending guiding the story. I wish more publishes would do something like that but again, you can't make money that way. MHB became much larger than I planned but I think it's length is needed to properly tell the story. It's not long just for the sake of being long. Long being a relative term here, I realize some games could be called epically long.

As far a adding multiple ending to MHB... no, sorry, not going to happen. Again, in a harem game, maybe different endings depending on which love interest wins the MC is okay, but just think about the work creating 5 mediocare endings versus one grand ending. For MHB, sure I could have one 'bad' ending and one 'good' ending but that just makes entire previous 10hrs of content irrelevant because the player picks the ending from a menu. The emotional investment is shattered when that options box pops up.

I think players are just programmed to expect choices and multiple ending because that's all they know. Because nearly all creators want to make money and again, that's how they do it. Maybe they'd enjoy my style more if it was more common. I personally have really been drawn to the 'comic book' style VN's because they do not have choices but I dislike the chat bubble renders. Which brings me all the way back to why I'm making this. It's because this is the style of 'game' I want to play and no one else is making one. And to be clear, because I make this for myself and I am not monetizing it, I am not influenced by consumer desire. Constructive feedback is fine, like bug reports or some people have suggested more sound effects, but my 'vision' overall is what it is. The veterans who have been here from the start know this, just letting some of the newer participants know.

Sorry for the rant but this topic gnaws at me. I try to stay out of this thread as I see it as a place for you guys, not me. Plus I have over two hundred followers now and I don't want to bother them with notifications about trivial stuff.

I'll make an update post in a week or two but short version is things are going as planned. Thanks.
 

xert13

Active Member
Sep 24, 2023
630
1,101
The following are my personal thoughts on what guides me. I realize I am in the minority.

The only place I see multiple paths working is in a harem story and the player can chose to fuck/not fuck certain love interests based on personal preference. Beyond that I do not get the appeal. I find them distracting, emersion breaking, and unnecessary. I guess I just don't 'put myself' in the shoes of the MC. I'd rather just observe it like I would watching a movie. In fact I tend not to play POV style games where you view the world only from the MC's eyes. If there is a walkthrough mod I use it because I don't want to replay something 15 times trying to russian roulette the right combination to see an event. I stopped playing one particularly long game because I was really just interest in content with 'Jill', but, even with a mod, I fell off her optimal path and I wasn't going to restart that long ass game to try get better story with her. There is another epically long blue ball game that throws up a choice box every 4 fucking frames. FFS, we all want the corruption path... why bother putting up the 'loving wife' choice at all!? (sry... rant over).

In my story there simply isn't a way to add paths that wouldn't derail the track I've put it on. The only thing I could do is maybe let the player chose between a couple outfits or maybe add more views/animations to sex scenes and allow the player to select the one he wants. But even that requires a lot of work that takes away from other scenes or maybe cause me to simply remove some scenes. For example, in the next update there is a transition scene that connects two events at two different locations. It has 200lines of code, 53 renders, and a 600 frame animated camera pull. Would the story work without it? Yes. But now I have a beautiful transition scene that ties the other two together and sets a mood for what's about to happen.

Even for a professional production team, multiple branches are simply a money grab. This is fine because they are making a product and selling it to support themselves, but their goal is not to tell a compelling story from start to finish. Their goal is to get subscribers and keep them as long as possible. That's done by appealing to as large an audience as possible and dragging out the game as long as possible. For AVNs, I think it's okay to have a small side story or the occasional gratuitous scene just for the sake of entertainment, a time out from a serious plot, but some games just jump from one random even to another.

As far as endings go, I think the ending is the most important part of the story. Again, some games just jump from random event to random event and then BAM... here's a random, rushed ending, if they ever get to one. My story is narrowly focused to a specific end. My production goal originally was to create short stories. Just a couple hours long, published as completed/final projects because I hate 5+ year games that never end. My first (unpublished) game is just that. 1.5-2hrs long with the ending guiding the story. I wish more publishes would do something like that but again, you can't make money that way. MHB became much larger than I planned but I think it's length is needed to properly tell the story. It's not long just for the sake of being long. Long being a relative term here, I realize some games could be called epically long.

As far a adding multiple ending to MHB... no, sorry, not going to happen. Again, in a harem game, maybe different endings depending on which love interest wins the MC is okay, but just think about the work creating 5 mediocare endings versus one grand ending. For MHB, sure I could have one 'bad' ending and one 'good' ending but that just makes entire previous 10hrs of content irrelevant because the player picks the ending from a menu. The emotional investment is shattered when that options box pops up.

I think players are just programmed to expect choices and multiple ending because that's all they know. Because nearly all creators want to make money and again, that's how they do it. Maybe they'd enjoy my style more if it was more common. I personally have really been drawn to the 'comic book' style VN's because they do not have choices but I dislike the chat bubble renders. Which brings me all the way back to why I'm making this. It's because this is the style of 'game' I want to play and no one else is making one. And to be clear, because I make this for myself and I am not monetizing it, I am not influenced by consumer desire. Constructive feedback is fine, like bug reports or some people have suggested more sound effects, but my 'vision' overall is what it is. The veterans who have been here from the start know this, just letting some of the newer participants know.

Sorry for the rant but this topic gnaws at me. I try to stay out of this thread as I see it as a place for you guys, not me. Plus I have over two hundred followers now and I don't want to bother them with notifications about trivial stuff.

I'll make an update post in a week or two but short version is things are going as planned. Thanks.
Spot on Dev. When choices are included it is no longer a “novel.” It is a game. It becomes one of those choose your path novelty books from the 80s. Choose this path, “oh no a dragon!” Quickly go back and choose different path. It’s like if Captain Ahab had a choice: I will sail to find the white whale today./ I will stay in port and get laid./ I will just go fishing. Choices would ruin MHB. Tell your story. If it is engaging enough (and so far it is) then there will be an audience. The activity on this forum is proof.

Again, I think you nailed it when suggesting other Devs include choices for monetary purposes. Often this does ruin the experience, becomes convoluted and greatly reduces output. Many a time I’d just wish a Dev would be brave enough to say, “This story revolves around X. There is no vanilla path, deal with it.” Would he/she be as successful? Uncertain. Yet, on the strength of your premier, I’d guess you would have a significant sub community. As long as the story is compelling, I think there is an audience. Well, at least a more sophisticated audience. The danger lies in what the tags are in any given KN. A certain tag seems to bring out a lot of haters who self-identify with the male MC. I don’t get that as I view these VNs and KNs as a voyeur…as you said, it’s like watching a movie. Therefore, while I feel Hutch’s pain…I am not Hutch. Just like I feel Schindler’s horror, but I’m not Schindler. Alas, there are many more, apparently, who self-identify than not.

Anyhow, I digest….I applaud your bravery to just release your story and say, “This is what it is.” The fact you did not expect remuneration does provide you more freedom. Ignore those who scream for choice. If you have a good story to tell, there will be an audience. Keep up the excellent work.
 

Hattyrulz

Member
Jan 25, 2018
352
289
I stopped playing one particularly long game because I was really just interest in content with 'Jill', but, even with a mod, I fell off her optimal path and I wasn't going to restart that long ass game to try get better story with her. There is another epically long blue ball game that throws up a choice box every 4 fucking frames. FFS, we all want the corruption path... why bother putting up the 'loving wife' choice at all!? (sry... rant over).
nice to know that you are BaD player. dunno the second reference but someone will figure it out i guessing.
For example, in the next update there is a transition scene that connects two events at two different locations. It has 200lines of code, 53 renders, and a 600 frame animated camera pull. Would the story work without it? Yes. But now I have a beautiful transition scene that ties the other two together and sets a mood for what's about to happen.
the attention to detail you give to the scenes and the way you convey your thoughts in the various events is what sets this game apart for me from the rest in this forum. you talking the difficult path to do those is what i hope other devs follow. dunno if other have said this, i really like how you connect the dots of various scenes and events in intricate ways(like a red string connecting all the events). ty for post about sticking with your vision for the kn.
I guess I just don't 'put myself' in the shoes of the MC. I'd rather just observe it like I would watching a movie.
i want to know out of curiosity, how did you write the story then if you have never saw the views of how the mc/fmc/dbag will react without putting yourself in their shoes. it's possible to read or play other vns like a movie. your kn on the other hand, i doubt it's that easy unless you are desensitised. which leads me into the quote below. it seems to be opposing how your kn should be read. my thoughts not how it should be.
The emotional investment is shattered when that options box pops up.

Sorry for the rant but this topic gnaws at me. I try to stay out of this thread as I see it as a place for you guys, not me.
always nice to see you posting here and any rant is welcome SC Stories .. since that's the only way we know you are working on our fav kn ;) ,jokes aside ... would be nice to see you active here and maybe troll some theories:D.... to make the posters go nuts. it's your choice.... hope to see your post seen.
 
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lolo540

Newbie
Nov 9, 2024
17
35
The following are my personal thoughts on what guides me. I realize I am in the minority.

The only place I see multiple paths working is in a harem story and the player can chose to fuck/not fuck certain love interests based on personal preference. Beyond that I do not get the appeal. I find them distracting, emersion breaking, and unnecessary. I guess I just don't 'put myself' in the shoes of the MC. I'd rather just observe it like I would watching a movie. In fact I tend not to play POV style games where you view the world only from the MC's eyes. If there is a walkthrough mod I use it because I don't want to replay something 15 times trying to russian roulette the right combination to see an event. I stopped playing one particularly long game because I was really just interest in content with 'Jill', but, even with a mod, I fell off her optimal path and I wasn't going to restart that long ass game to try get better story with her. There is another epically long blue ball game that throws up a choice box every 4 fucking frames. FFS, we all want the corruption path... why bother putting up the 'loving wife' choice at all!? (sry... rant over).

In my story there simply isn't a way to add paths that wouldn't derail the track I've put it on. The only thing I could do is maybe let the player chose between a couple outfits or maybe add more views/animations to sex scenes and allow the player to select the one he wants. But even that requires a lot of work that takes away from other scenes or maybe cause me to simply remove some scenes. For example, in the next update there is a transition scene that connects two events at two different locations. It has 200lines of code, 53 renders, and a 600 frame animated camera pull. Would the story work without it? Yes. But now I have a beautiful transition scene that ties the other two together and sets a mood for what's about to happen.

Even for a professional production team, multiple branches are simply a money grab. This is fine because they are making a product and selling it to support themselves, but their goal is not to tell a compelling story from start to finish. Their goal is to get subscribers and keep them as long as possible. That's done by appealing to as large an audience as possible and dragging out the game as long as possible. For AVNs, I think it's okay to have a small side story or the occasional gratuitous scene just for the sake of entertainment, a time out from a serious plot, but some games just jump from one random even to another.

As far as endings go, I think the ending is the most important part of the story. Again, some games just jump from random event to random event and then BAM... here's a random, rushed ending, if they ever get to one. My story is narrowly focused to a specific end. My production goal originally was to create short stories. Just a couple hours long, published as completed/final projects because I hate 5+ year games that never end. My first (unpublished) game is just that. 1.5-2hrs long with the ending guiding the story. I wish more publishes would do something like that but again, you can't make money that way. MHB became much larger than I planned but I think it's length is needed to properly tell the story. It's not long just for the sake of being long. Long being a relative term here, I realize some games could be called epically long.

As far a adding multiple ending to MHB... no, sorry, not going to happen. Again, in a harem game, maybe different endings depending on which love interest wins the MC is okay, but just think about the work creating 5 mediocare endings versus one grand ending. For MHB, sure I could have one 'bad' ending and one 'good' ending but that just makes entire previous 10hrs of content irrelevant because the player picks the ending from a menu. The emotional investment is shattered when that options box pops up.

I think players are just programmed to expect choices and multiple ending because that's all they know. Because nearly all creators want to make money and again, that's how they do it. Maybe they'd enjoy my style more if it was more common. I personally have really been drawn to the 'comic book' style VN's because they do not have choices but I dislike the chat bubble renders. Which brings me all the way back to why I'm making this. It's because this is the style of 'game' I want to play and no one else is making one. And to be clear, because I make this for myself and I am not monetizing it, I am not influenced by consumer desire. Constructive feedback is fine, like bug reports or some people have suggested more sound effects, but my 'vision' overall is what it is. The veterans who have been here from the start know this, just letting some of the newer participants know.

Sorry for the rant but this topic gnaws at me. I try to stay out of this thread as I see it as a place for you guys, not me. Plus I have over two hundred followers now and I don't want to bother them with notifications about trivial stuff.

I'll make an update post in a week or two but short version is things are going as planned. Thanks.
Thank you for clarifying your thinking.
I think you're right about the film route. You can really express your thoughts and not a patchwork of ideas gleaned from here and there that have no coherence between them.
What's more, I hate these blockbuster games that have been in development for 8 years and the guys comment on the updates for 4 months on the forum to play for an extra 30 minutes...
I also understand that because of this, in “my husband boss” there is of course a risk of not liking the ending ( as with a movie, but I accept that because it's the director's choice ).
If you're hooked on the game (which I am for MHB), the fact that there's only one ending makes the wait even more unbearable! We really want to know what's going to happen to all the protagonists.
A question for you SC stories:
- Are you going to use the characters in a sequel after this story, or in another unrelated story?
 
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packard1928

Forum Fanatic
Nov 16, 2018
4,237
4,207
I love this format. This is almost like reading a book... You stop at a chapter then try and figure out where the author is going to take you in the next... Are more characters going to be introduced, is there drama with someone, a sexy scene with someone. At that point your mind can vision anything happening. Change nothing story wise..... we are all guessing and none of us are right... That is a true mystery ... Well done !
 

Kenzy01

Newbie
Dec 4, 2024
27
45
The following are my personal thoughts on what guides me. I realize I am in the minority.

The only place I see multiple paths working is in a harem story and the player can chose to fuck/not fuck certain love interests based on personal preference. Beyond that I do not get the appeal. I find them distracting, emersion breaking, and unnecessary. I guess I just don't 'put myself' in the shoes of the MC. I'd rather just observe it like I would watching a movie. In fact I tend not to play POV style games where you view the world only from the MC's eyes. If there is a walkthrough mod I use it because I don't want to replay something 15 times trying to russian roulette the right combination to see an event. I stopped playing one particularly long game because I was really just interest in content with 'Jill', but, even with a mod, I fell off her optimal path and I wasn't going to restart that long ass game to try get better story with her. There is another epically long blue ball game that throws up a choice box every 4 fucking frames. FFS, we all want the corruption path... why bother putting up the 'loving wife' choice at all!? (sry... rant over).

In my story there simply isn't a way to add paths that wouldn't derail the track I've put it on. The only thing I could do is maybe let the player chose between a couple outfits or maybe add more views/animations to sex scenes and allow the player to select the one he wants. But even that requires a lot of work that takes away from other scenes or maybe cause me to simply remove some scenes. For example, in the next update there is a transition scene that connects two events at two different locations. It has 200lines of code, 53 renders, and a 600 frame animated camera pull. Would the story work without it? Yes. But now I have a beautiful transition scene that ties the other two together and sets a mood for what's about to happen.

Even for a professional production team, multiple branches are simply a money grab. This is fine because they are making a product and selling it to support themselves, but their goal is not to tell a compelling story from start to finish. Their goal is to get subscribers and keep them as long as possible. That's done by appealing to as large an audience as possible and dragging out the game as long as possible. For AVNs, I think it's okay to have a small side story or the occasional gratuitous scene just for the sake of entertainment, a time out from a serious plot, but some games just jump from one random even to another.

As far as endings go, I think the ending is the most important part of the story. Again, some games just jump from random event to random event and then BAM... here's a random, rushed ending, if they ever get to one. My story is narrowly focused to a specific end. My production goal originally was to create short stories. Just a couple hours long, published as completed/final projects because I hate 5+ year games that never end. My first (unpublished) game is just that. 1.5-2hrs long with the ending guiding the story. I wish more publishes would do something like that but again, you can't make money that way. MHB became much larger than I planned but I think it's length is needed to properly tell the story. It's not long just for the sake of being long. Long being a relative term here, I realize some games could be called epically long.

As far a adding multiple ending to MHB... no, sorry, not going to happen. Again, in a harem game, maybe different endings depending on which love interest wins the MC is okay, but just think about the work creating 5 mediocare endings versus one grand ending. For MHB, sure I could have one 'bad' ending and one 'good' ending but that just makes entire previous 10hrs of content irrelevant because the player picks the ending from a menu. The emotional investment is shattered when that options box pops up.

I think players are just programmed to expect choices and multiple ending because that's all they know. Because nearly all creators want to make money and again, that's how they do it. Maybe they'd enjoy my style more if it was more common. I personally have really been drawn to the 'comic book' style VN's because they do not have choices but I dislike the chat bubble renders. Which brings me all the way back to why I'm making this. It's because this is the style of 'game' I want to play and no one else is making one. And to be clear, because I make this for myself and I am not monetizing it, I am not influenced by consumer desire. Constructive feedback is fine, like bug reports or some people have suggested more sound effects, but my 'vision' overall is what it is. The veterans who have been here from the start know this, just letting some of the newer participants know.

Sorry for the rant but this topic gnaws at me. I try to stay out of this thread as I see it as a place for you guys, not me. Plus I have over two hundred followers now and I don't want to bother them with notifications about trivial stuff.

I'll make an update post in a week or two but short version is things are going as planned. Thanks.
This novel is different than others. People get used to make choices, however this novel give us exciting story line with strong arguments. You have to accept it like this. SC deserve huge respect for this project.
 

Viener

New Member
Jun 17, 2017
4
15
Spot on Dev. When choices are included it is no longer a “novel.” It is a game. It becomes one of those choose your path novelty books from the 80s. Choose this path, “oh no a dragon!” Quickly go back and choose different path. It’s like if Captain Ahab had a choice: I will sail to find the white whale today./ I will stay in port and get laid./ I will just go fishing. Choices would ruin MHB. Tell your story. If it is engaging enough (and so far it is) then there will be an audience. The activity on this forum is proof.

Again, I think you nailed it when suggesting other Devs include choices for monetary purposes. Often this does ruin the experience, becomes convoluted and greatly reduces output. Many a time I’d just wish a Dev would be brave enough to say, “This story revolves around X. There is no vanilla path, deal with it.” Would he/she be as successful? Uncertain. Yet, on the strength of your premier, I’d guess you would have a significant sub community. As long as the story is compelling, I think there is an audience. Well, at least a more sophisticated audience. The danger lies in what the tags are in any given KN. A certain tag seems to bring out a lot of haters who self-identify with the male MC. I don’t get that as I view these VNs and KNs as a voyeur…as you said, it’s like watching a movie. Therefore, while I feel Hutch’s pain…I am not Hutch. Just like I feel Schindler’s horror, but I’m not Schindler. Alas, there are many more, apparently, who self-identify than not.

Anyhow, I digest….I applaud your bravery to just release your story and say, “This is what it is.” The fact you did not expect remuneration does provide you more freedom. Ignore those who scream for choice. If you have a good story to tell, there will be an audience. Keep up the excellent work.
You are doing everything right. I have stopped playing most games fot he exact same reasons not to mention stupid dialog like "give me your seed, fill my womb" during scenes.
The following are my personal thoughts on what guides me. I realize I am in the minority.

The only place I see multiple paths working is in a harem story and the player can chose to fuck/not fuck certain love interests based on personal preference. Beyond that I do not get the appeal. I find them distracting, emersion breaking, and unnecessary. I guess I just don't 'put myself' in the shoes of the MC. I'd rather just observe it like I would watching a movie. In fact I tend not to play POV style games where you view the world only from the MC's eyes. If there is a walkthrough mod I use it because I don't want to replay something 15 times trying to russian roulette the right combination to see an event. I stopped playing one particularly long game because I was really just interest in content with 'Jill', but, even with a mod, I fell off her optimal path and I wasn't going to restart that long ass game to try get better story with her. There is another epically long blue ball game that throws up a choice box every 4 fucking frames. FFS, we all want the corruption path... why bother putting up the 'loving wife' choice at all!? (sry... rant over).

In my story there simply isn't a way to add paths that wouldn't derail the track I've put it on. The only thing I could do is maybe let the player chose between a couple outfits or maybe add more views/animations to sex scenes and allow the player to select the one he wants. But even that requires a lot of work that takes away from other scenes or maybe cause me to simply remove some scenes. For example, in the next update there is a transition scene that connects two events at two different locations. It has 200lines of code, 53 renders, and a 600 frame animated camera pull. Would the story work without it? Yes. But now I have a beautiful transition scene that ties the other two together and sets a mood for what's about to happen.

Even for a professional production team, multiple branches are simply a money grab. This is fine because they are making a product and selling it to support themselves, but their goal is not to tell a compelling story from start to finish. Their goal is to get subscribers and keep them as long as possible. That's done by appealing to as large an audience as possible and dragging out the game as long as possible. For AVNs, I think it's okay to have a small side story or the occasional gratuitous scene just for the sake of entertainment, a time out from a serious plot, but some games just jump from one random even to another.

As far as endings go, I think the ending is the most important part of the story. Again, some games just jump from random event to random event and then BAM... here's a random, rushed ending, if they ever get to one. My story is narrowly focused to a specific end. My production goal originally was to create short stories. Just a couple hours long, published as completed/final projects because I hate 5+ year games that never end. My first (unpublished) game is just that. 1.5-2hrs long with the ending guiding the story. I wish more publishes would do something like that but again, you can't make money that way. MHB became much larger than I planned but I think it's length is needed to properly tell the story. It's not long just for the sake of being long. Long being a relative term here, I realize some games could be called epically long.

As far a adding multiple ending to MHB... no, sorry, not going to happen. Again, in a harem game, maybe different endings depending on which love interest wins the MC is okay, but just think about the work creating 5 mediocare endings versus one grand ending. For MHB, sure I could have one 'bad' ending and one 'good' ending but that just makes entire previous 10hrs of content irrelevant because the player picks the ending from a menu. The emotional investment is shattered when that options box pops up.

I think players are just programmed to expect choices and multiple ending because that's all they know. Because nearly all creators want to make money and again, that's how they do it. Maybe they'd enjoy my style more if it was more common. I personally have really been drawn to the 'comic book' style VN's because they do not have choices but I dislike the chat bubble renders. Which brings me all the way back to why I'm making this. It's because this is the style of 'game' I want to play and no one else is making one. And to be clear, because I make this for myself and I am not monetizing it, I am not influenced by consumer desire. Constructive feedback is fine, like bug reports or some people have suggested more sound effects, but my 'vision' overall is what it is. The veterans who have been here from the start know this, just letting some of the newer participants know.

Sorry for the rant but this topic gnaws at me. I try to stay out of this thread as I see it as a place for you guys, not me. Plus I have over two hundred followers now and I don't want to bother them with notifications about trivial stuff.

I'll make an update post in a week or two but short version is things are going as planned. Thanks.
Your VN is spot on! More like a movie or a series. I too dislike most choice games, too predictable. Keep enjoyng yourself! You have created quite a stir. I predict we will soon see copycat VNs soon. Great work!
 

Dealbreaker

Member
May 12, 2024
315
373
The difference between identificational and voyeuristic user types here is one of the most important (and fascinating) factors in how people relate to these games and, what is more, is at the basis of most conflicts and divisions here in the threads. Both have their flaws and idiosyncrasies of course.
 
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SC Stories

Your Humble Servant
Game Developer
Jan 19, 2022
127
2,749
i want to know out of curiosity, how did you write the story then if you have never saw the views of how the mc/fmc/dbag will react without putting yourself in their shoes.
I'm not sure how to answer that question. I just do. I can understand certain trains of thought for the various characters and empathize with characters without living/have lived what they are going through. I also believe in the quentin tarantino approach to dialog.

jokes aside ... would be nice to see you active here and maybe troll some theories:D.... to make the posters go nuts. it's your choice.... hope to see your post seen.
I have... you guys just didn't realize it. :cool:

- Are you going to use the characters in a sequel after this story, or in another unrelated story?
Unlikely. I have to get through this one before I can even contemplate another. I think I might bundle my unpublished story with the final release of MHB and be done. We'll see. While I have serveral outlined stories sitting around, I do have a particular one in mind if I were to create another. It about a wife/mother entering the world of an escort. NTRish, with a fantastic ending, but I'd create new models.

The difference between identificational and voyeuristic user types here is one of the most important (and fascinating) factors in how people relate to these games
Well said.
 

Hattyrulz

Member
Jan 25, 2018
352
289
I have... you guys just didn't realize it. :cool:
good to know. now i more eager for the next update to see what theories you trolled on. (y)
I also believe in the quentin tarantino approach to dialog.
if it's such an approach then our interpretation of the dailogues and theories all have to be reworked.... or are you just trolling about your approach to dialogue. im starting to see the story forming from the various SC Stories posts after the lastest QT dialogue approach... gonna wait for update 2 to post those.(since they are half baked theories for now)

Is TheDuke actually SCStories?
definitely hope not..... as much fun duke's pain and hoe theories are .... i don't want them actually ending up in the kn. then again we can neither verify nor disprove the above point.
 
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packard1928

Forum Fanatic
Nov 16, 2018
4,237
4,207
Script has already been written for the whole game.... We are just trying to guess it..... No trolling on our ideas.
 

xert13

Active Member
Sep 24, 2023
630
1,101
The difference between identificational and voyeuristic user types here is one of the most important (and fascinating) factors in how people relate to these games and, what is more, is at the basis of most conflicts and divisions here in the threads. Both have their flaws and idiosyncrasies of course.
Agreed. I have stated several times on these forums that it would be an interesting psychological study about how viewers process these VN/KNs. I think, in my amateurish assessment, it revolves around personality and sense of self. Id and ego. I discard the notion that those who enjoy NTR themes are all “beta” unassertive personalities. That makes many assumptions such as who do you associate with, if at all, in the story. Perhaps, a very controlled, regimented person enjoys being NOT in control in a factionalized situation? Similar to a strong women who, in their personal sex life behind closed doors, likes to be dominated. Maybe, you maintain a more 3rd party perspective, but associate more with the cad, like Christian. (It is fantasy, after all, where you can play with personality types not your own.) The schism on these forums occurs for a variety of reasons, some of which are a product of social media whereby anonymous people feel empowered to be rude and insulting. Lack of nuance is also lost on a great many. We humans are infinitely complex with, sometimes, contradictory impulses, desires, fetishes etc.
 

quyxote

Newbie
Aug 7, 2017
49
126
It about a wife/mother entering the world of an escort. NTRish, with a fantastic ending, but I'd create new models.
Wow, that's really cool! One of the reasons I like MHB the most is the creative scenes that are out of the ordinary. Although the general theme of the game has already been well explored in other projects, the construction of the scenes is very unique. I would love to see more projects from you in the future!
 

Luc77

Member
Jul 15, 2022
310
410
SC Stories - don't change anything, you are the Taratino for this genre of stories. (or if you prefer - the Wachowski brothers/sisters)


TheDuke9999 seems to be trolling, but in reality, he's the closest to the core of the story—so in theory, he fits as an alter ego.
At the same time, I feel like I've discovered the main thread of the story - which aligns with what Duke has been saying from the beginning. :) (although intentionally - in a very vulgar way)

so...
to be or not to be SCS

---
It's going to be intense!

How will a woman end up who is fully immersed in the experiences of her sexuality?
 
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