|
Post by KnightOfXentar on Mar 6, 2016 14:12:58 GMT -8
But fan's partially negative responses aren't surprising in the slightest. If you tease them for a whole game with a waifu they don't like and end the game in a way that suggests the death of their favourite waifu you make the crowd really, really salty. exactly. !!! beware, "romance" spoiler ahead, read at your own discretion. !!!I understand that making linear game is much easier and I don't mind (bad) ending... but at least give players the option to choose their romance interest. Even if everything went to hell (story), people at least want to decide with whom they spend their time. And to be honest, I would rather be alone than to date (annoying) Chigara. Seriously. Also another sad fact: I am not really sure, whether I want to stick around when LiS only allow people to date characters that are going to d*e!! So lame. You should probably include it in your trailers " On next episode of Sunrider, hero will romance Asaga. Oh yes, she is going to d*e."
my last piece I want to share about future Liberation Day V2.0 patch: I dont think EXTENDED ENDING can fix the biggest problems: Short game length, WTF story, lack of choices and rushed forced romance with unpopular character. Just saying.
|
|
|
Post by admiralcheese on Mar 6, 2016 15:41:34 GMT -8
I still think that they plan on opening up waifu options later on while keeping the story relatively on rails till that point.
That said I did not enjoy the forced mance with Chigara. I wouldn't even have enjoyed a forced mance if it was with my preferred waifu.
|
|
|
Post by sephiroth12285 on Mar 6, 2016 15:54:38 GMT -8
I still think that they plan on opening up waifu options later on while keeping the story relatively on rails till that point. That said I did not enjoy the forced mance with Chigara. I wouldn't even have enjoyed a forced mance if it was with my preferred waifu. Agreed...I wonder if what they did with Sunrider Academy was meant to be a test run of romance options and how to best implement it.
|
|
|
Post by admiralcheese on Mar 6, 2016 16:28:49 GMT -8
I still think that they plan on opening up waifu options later on while keeping the story relatively on rails till that point. That said I did not enjoy the forced mance with Chigara. I wouldn't even have enjoyed a forced mance if it was with my preferred waifu. Agreed...I wonder if what they did with Sunrider Academy was meant to be a test run of romance options and how to best implement it. Keep the story more or less on rails till near the end taking time to thoroughly "Advertise" characters then BAM waifus for days in the last or near the last game. You want your pirate Yandere? They got that Yandere! You want your Tsun God Empress? They got that Empress! ect ect ect...
|
|
|
Post by sephiroth12285 on Mar 6, 2016 17:24:22 GMT -8
Agreed...I wonder if what they did with Sunrider Academy was meant to be a test run of romance options and how to best implement it. Keep the story more or less on rails till near the end taking time to thoroughly "Advertise" characters then BAM waifus for days in the last or near the last game. You want your pirate Yandere? They got that Yandere! You want your Tsun God Empress? They got that Empress! ect ect ect... Sound like probably the best way to go to me.
|
|
|
Post by grayjack on Mar 6, 2016 17:34:29 GMT -8
Haven't beaten the game yet, but got spoiled on a few things about the ending. 1.Not liking the forced Chigara romance. I don't dislike Chigara, but she's definitely my least favorite girl. I know it's part of the story, but I was really hoping I could start choosing a love interest. I know it makes me sound cruel, but I'm okay with her dying. And speaking of love interests... 2. Claude's apparent death. She was actually my second favorite girl, after Kryska. If she's dead and gone for good I'm sad. That being said, I love the combat. The VA's are pretty good, but I miss the English battle voices. Glad to see they're being re-added for 2.0
|
|
|
Post by InquisitorJeeves on Mar 6, 2016 18:03:49 GMT -8
I'm getting some mixed signals from the Prototypes. Do they want to help us fight off the Ebon Fleet or tear us a new butthole? Or do they just not see a difference? They definitely don't seem to understand humanity much considering their plan to help us involved killing billions in an interstellar war instead of simply giving us a warning (Though there is a chance anyone they told could've just gone "Ah yes 'Ebon Fleet'. An ancient fleet displaced in time that could conquer us all. We have dismissed that claim.").
First I'm going to advertise the wonderful [Release 1.0] Obligatory ending rant (/ discussion) thread that is slightly bellow this one, it has some indepth thoughts on the the things that happend As for that part of your question The correct answer is both (of the first two). Alpha (Gothic Chigara) is the leader/(strategist?) of the prototypes and still has the original goal of uniting humanity to defeat the Ebon Fleet. Alice (Commissar Chigara) is the general of the prototypes and has given up on the mission (most likely due to the death of Arcadius) and is now seeking vengeance on humanity. The common Prototype doesn't really have a self as so they simple take orders (L7NN might develop one had she continued to be disconnected from the psychic web). It should also be noted the Prototypes were possibly created for the exact point of combating the Ebon Fleet or just uniting humanity (so it doesn't try and kill itself again).
I'll check out that thread. And to reply to your....reply: So Alpha is like the Queen, most of the Prototypes are the drones, and Alice is a beta of sorts (I think). Maybe I'm overthinking the hive mind aspect of the Prototypes, but I'm guessing the Alpha can relay orders through the hive mind via Alice. But Alice lost Arcadius and gave up on humanity (Perhaps Arcadius and PACT were betrayed towards the end?) and twisted any of Alpha's orders when she relayed them to the Drone Prototypes. Maybe the reason Alpha let everything get out of hand was because she was getting false feedback from Alice? She did seem genuinely confused as to why humanity was being so difficult.
I just realized we still don't know much about the Prototypes and what really happened on Diode. I'm going to guess that the catastrophe was a result of messing with time travel stuff. Perhaps the scientists who created Prototypes did so because during their time experiments they discovered the Mysterious Voice Lady (who gave them the warning of the Ebon Fleet). Maybe the reason Chigara seems to think of herself as human first is because two of the scientists grew attached to her and raised her as their own? And whatever happened at Diode caused her memory to get scrambled and not remember who and what she really is (and cut off her natural connection to the hive mind).
I'm guessing the reason that Alice was sent to New Empire space (and joined PACT), was to help them get prepared for the Ebon Fleet. While Chigara (C8?) was sent to Ryuvia to try to find some way of stopping the impending Ryuvian invasion (but something happened to scramble her mind and forget her mission). Perhaps one was also sent to Alliance Space and got involved with the government there as well (but found no success because the Solar Congress seems inept from what I've seen in the story).
|
|
|
Post by walkerged on Mar 6, 2016 19:52:04 GMT -8
Since I haven't gotten past the point where the Beta ended I must admit to not having anything about the ending. I would like to say, probably due to where I grew up, Chigara telling Kayto saying she wants a large family with up to four kids isn't a large family. She really should have said between seven and twelve. Probably too late to change that, but it's really the only part that really bugged me all that much.
|
|
|
Post by wingcapt4 on Mar 6, 2016 22:17:54 GMT -8
In my case, I blame the execution and somewhat misplaced priorities as the root causes for a lot of the disappointment. Here's my 2 cents on the matter: 1. The short story length: In the grand scheme of the entire story, the story segment of LD is the right length for this chapter of the Sunrider saga. It really isn't long with regards to the main storyline, but it is the perfect (or near perfect) length for this chapter. What made the shortness painfully obvious was that it felt rushed and incomplete. To be honest, there really isn't much to add on to this segment main plot wise, since it's basically about a new antagonist, the different factions settling their differences, and banding together to liberate a planet (add a bit of distrust in between all that). However, knowing that this was a short segment, they could have used the opportunity to elaborate more on the new villains, or add some more slice of life and interaction between the characters. What are the individual characters' feelings now that they're in the homestretch? How are their feelings and interactions with each other ebb and flow with the seeds of distrust and hidden motives? The character development alone with the setting that was presented can add lots of substance and hours into the story. 2. Forced romance: Don't want to keep beating the dead horse, since this is arguably the number one killer for LD. I also disliked it like everyone else, especially since the heroine is 2nd to the bottom - if not the bottom - of my waifu list. But now that I've calmed down and looked at the bigger picture, I actually don't find it to be bad at all. Why? First of all, I personally think that there was ample development to justify the romance; In fact, the development started in MoA. Also, I'm starting to see this forced romance as part of the "common route" and not the actual branching heroine romance route. That being said, I'm thinking that a lot of the bitterness stem from the misunderstanding that the individual heroine routes branch off in LD when they actually don't until further down the line. People were teased a lot about the possibility of romancing our chosen waifus, but they mistakenly believed that that would happen in this installment (possible misinterpretation of the way it was hyped and marketed perhaps?). In addition, although the development of the romance in MoA already alluded to the inevitability of the coming forced romance in LD, the setup of the choices in FA/MoA didn't help buy the players into the romance, which brings me to my next point: 3. Choices seemed useless as they seemingly do nothing: Another of the arguably main factors which killed LD. The way I see it, in the grand scheme of things, LD is only one, long, linear segment of the common route. If you've played Japanese VNs with long common routes before, LD is like that long segment of slice of life events between a choice we just made and the next one. It was only blown up, expanded, and turned into a stand alone chapter of the saga. In Sunrider's case, FA and MoA presented us with a bulkload of choices that eventually gave us the impression that these choices will affect the plot of LD. In essence, we are lulled in the belief that everything we did in FA and MoA would affect LD, when in fact, they won't since LD was already designed to be a linear chapter for the sole purpose of advancing the story. It would have been better if some of the choices in FA and MoA were moved into LD, or if they created slice of life/character development events in LD with choices that could affect the next series. That way, the number of choices would be close to equal among the three installments, and LD will be brought into the fold along with FA and MoA's storytelling progression. In effect, we wouldn't be thinking that our decisions in FA and MoA would affect LD, but instead, think that our decisions in FA, MoA, AND LD would affect the next chapter of the story. I believe this would have made our choices still seem to have a purpose, and would have also made the forced romance more tolerable since it would make us think that it was an event we have to trudge through for character/plot development and not the end-all-be-all result of the waifu wars. 4. Japanese voice acting:When I first heard the news, I was actually excited since a masterpiece such as Sunrider would get some recognition in Japan. And whenever I entertain myself with Japanese anime and VNs, I avoid English dubs like the plague because they are absolutely horrible, sound forced and unnatural, and they could not capture the characters' emotions. However, in this case, I've been skeptical about having Japanese VAs. You see, the writing in Sunrider is unique because it adopts tropes/situations/cliches in Japanese anime/manga/VNs, but puts Western quirks and twists to it. It may be weird and stupid to some but for me, it's refreshing and I love it. If you've read a lot of Japanese VNs before, you might be able to relate. But here's the rub: Despite everything, Sunrider's writing style is still predominantly Western. The same reason why English dubs are terrible in anime, Japanese VAs aren't well-versed in Western culture enough to be able to capture its quirks and emotions. If you want Jap VAs who are good enough to be able to do it, then you're possibly looking at well-known veterans and pros. As far as I know, to voice a game in Japanese is extremely expensive. I've read that the voice actors/actresses alone could cost about 50% or more of the entire cost to make the game if it wasn't voiced. And I also know a game that a Western company had to localize to the West without the voices because acquiring the license to use the voices for the game costs about 2-3 times the amount of localizing the game by itself. In LD, all but one or two of the VAs aren't even known. That said, I don't claim to know how much LiS spent for the voice acting, but I can fathom that it's expensive regardless. The point is, for me, the Japanese voices aren't working out particularly due to how unique Sunrider's writing style is and at this point in time, an unnecessary expense. In conclusionAs I pointed out, the execution of LD was what disappointed a lot of people. LiS should've invested a bit more into adding actual substance to LD and made it in such a way that they are able to get readers to come and buy-in to the way LD's story was playing out. Somebody in the Steam forum posted that having Jap VAs was still too early and I agree. A wiser allocation of funds could've helped flesh it out or give LiS the flexibility to execute the story better (a part of me would still love to have the original english VAs fully voice it. They were actually really good ). I still enjoyed LD because the foundation of an engaging, gripping story that I've come to love from Sunrider is there, though only barebones. I still have high hopes though because after all this, Samu-kun and his team are listening to us and are learning. I really hope v2.0 doesn't disappoint because my biggest worry right now is the loss of a bunch of backers, leading to the possible discontinuation of Sunrider. I know they're still more than capable of delivering the quality of story we've come to love. They just tripped a little, that's all.
|
|
|
Post by tanker4444 on Mar 6, 2016 22:18:05 GMT -8
I can´t imagine how choosing a waifu after the halfway point works at all, especially given how LITTLE development the waifus have had up to this point. The only way it works is if everything up to now was just a tiny portion of the game, say 10%? Maybe 20%. And all its been one long prologue and we are just now getting to the story.
|
|
|
Post by Marx-93 on Mar 6, 2016 22:55:53 GMT -8
Now, I still loved the English originals, but I can't really fathom putting Japanese voice-overs as a bad point. To me they worked, and even better than the original English, specially for Chigara and Icari, which were extracted directly from Japanese archetypes. I doubted about Ava's, but she performed spectacularly, and even Asaga improved a hundred-fold by the end. I can only slightly protest about Sola, but even in the end I don't see any western quirks or anything in Sola. I simply can't see that as the problem.
To be honest, the main problem of being Japanese voiced seems to be that obsession to being fully voiced; hundreds or games are partially voiced, and here trying to go for fully voiced only ate most of the budget and limited the size of the game. Considering MoA had 0 voice acting in the dialogue, I think people wouldn't have minded having a partially voiced game instead of fully-voiced.
|
|
|
Post by senpaifingers on Mar 6, 2016 23:51:56 GMT -8
Are we still making feedbacks here? Here is my honest opinion:
1 - People who are saying that the end "caught them by surprise " are not willing to accept the reality: It was garbage
2 - Chigara is the most boring and ugly character of the entire franchise, yet we were forced to follow a linear affair with her
3 - in the previous titles you could walk around the ship, interact with all the girls, struggle to bring together resources and travel the neutral rim "freely", i felt that the game was much more immersive
4 - I'm really disappointed, the dialogues were short and weak and the plot was a circus
5 - What makes this VN different from a tedious "game of chess" is the element of romance, and that was so little and so lame on Liberation Day...
6 - Again i will wait 1 year in the hope of being able to choose one of the characters and follow a route with LOVE IN SPACE
I will continue to support and patroning to see what awaits me next, but just because i'm curious about how would be a romance with delicious Cosette. I know that a linear route is much easier to be produced, but please do not make that mistake, make with Sunrider what you did with Sunrider Academy, great
|
|
|
Post by Samu-kun on Mar 7, 2016 0:30:54 GMT -8
I really liked the JP voices too. I don't really understand why people have a problem with them. I don't really think they broke the budget, it was actually a very slick production. People are completely off base about the JP voices being more expensive than the ENG voices. There's pretty much only one place in the USA you can record anime voices: Dallas, Texas. Maybe Los Angeles. How much money would it cost to fly every single Eng VA in MoA to Dallas? Sure, a small number of the VAs already live there, but others live in Canada, Australia, and other parts of the United States. Plus, we would have to fly the core Love in Space team to Dallas to oversee the production. So we're talking about buying about roughly 3 international plane tickets, 4 domestic tickets, and about 7 hotel rooms for a week, on top of paying everyone, hiring an audio engineer, and renting a studio. (Not happening with our budget) But there are other studios you can record at instead of Dallas, right? Well, yes. But that doesn't change the situation that everyone's spread out across the world, and still Dallas would be best because that's where the majority of anime ENG voice actors live. Well then, why not hire multiple studios for each VA? Well, that would be expensive as hell, and the core team would then have to fly across the globe to oversee multiple recording sessions, so that's obviously not possible. Then why not just do what you did in MoA and get the VAs to record at home and then email it over? This has multiple problems. Then you basically have to digitally clean up and normalize everything because everyone's recording with different microphones, in different rooms, with different software. Sure, if it's just a few hundred lines for just the battle voices, this is feasible, but when it's over 2000 lines, that's just impossible unless you hire a full time audio engineer. (And almost nobody will do this cheaply because this is essentially the definition of hell from a recording stand point.) Also, is the core development team going to go on a world tour to visit everyone at their homes to direct the recording session? Or we could just hire Japanese voices. All eroge seiyuus live in Tokyo and can reach any recording studio we rent by public transit. Rent one studio. Fly the core team to Tokyo for a few days, come back with all the recordings, all cleaned up, mixed, and just ready to be dropped into the game folder to automatically work. (Yes, it was literally amazing.) It took us just 10 days to get the JP voices running for the ENTIRE game, while it took over 4 months to get just the MoA ENG battle voices working because of the huge number of issues caused by contracting people across the world to record at home and not being there to direct. The only other realistic alternative was to recast the entire ENG cast by selecting only VAs who lived in Dallas to record, but I'm sure this would have pissed off the fans anyways. Also, ENG VAs generally have less experience with eroge than Japanese seiyuu, so if we were going to start fresh and stick with the cast for the rest of the franchise, we obviously wanted VAs with experience. Given only those two options, I decided recasting an entirely JP cast was the superior choice. The real situation with ENG voices is actually worse than that, because the VAs sometimes don't even deliver the voices. If you haven't noticed, a lot of other VN Kickstarters through 2015 have disclosed contract disputes with ENG "recording agencies." From what I can gather, these "agencies" aren't really real... which honestly makes me cautious about approaching them. Another big head scratcher for me is why the hell anyone thinks I was trying to sell Liberation Day in Japan? Why would the Japanese buy Liberation Day when the first two games aren't in Japanese? I got a JP cast because the MoA VAs couldn't come back so we were going to have to completely recast anyways, not because I wanted to sell the game in Japan lol. The real things which contributed to the time crunch were actually conventions and Kickstarter deadlines. AX is the biggest trade show for visual novels, so you need to align your product release dates so that you can make the biggest announcements when AX hits. Second, if you have a Kickstarter, you have to deliver when promised or else your backers get angry real quick. In any matter, I don't think the production of Liberation Day was rushed or that we ran out of time. Sure, there's a time crunch, but all games have time crunches... It wasn't any worse than any of our other games, and a lot better than MoA.
|
|
|
Post by KnightOfXentar on Mar 7, 2016 1:09:30 GMT -8
I really liked the JP voices too. I don't really understand why people have a problem with them. I don't really think they broke the budget, it was actually a very slick production. People are completely off base about the JP voices being more expensive than the ENG voices. There's pretty much only one place in the USA you can record anime voices: Dallas, Texas. Maybe Los Angeles. How much money would it cost to fly every single Eng VA in MoA to Dallas? Sure, a small number of the VAs already live there, but others live in Canada, Australia, and other parts of the United States. Plus, we would have to fly the core Love in Space team to Dallas to oversee the production. So we're talking about buying about roughly 3 international plane tickets, 4 domestic tickets, and about 7 hotel rooms for a week, on top of paying everyone, hiring an audio engineer, and renting a studio. (Not happening with our budget) But there are other studios you can record at instead of Dallas, right? Well, yes. But that doesn't change the situation that everyone's spread out across the world, and still Dallas would be best because that's where the majority of anime ENG voice actors live. Well then, why not hire multiple studios for each VA? Well, that would be expensive as hell, and the core team would then have to fly across the globe to oversee multiple recording sessions, so that's obviously not possible. Then why not just do what you did in MoA and get the VAs to record at home and then email it over? This has multiple problems. Then you basically have to digitally clean up and normalize everything because everyone's recording with different microphones, in different rooms, with different software. Sure, if it's just a few hundred lines for just the battle voices, this is feasible, but when it's over 2000 lines, that's just impossible unless you hire a full time audio engineer. (And almost nobody will do this cheaply because this is essentially the definition of hell from a recording stand point.) Also, is the core development team going to go on a world tour to visit everyone at their homes to direct the recording session? Or we could just hire Japanese voices. All eroge seiyuus live in Tokyo and can reach any recording studio we rent by public transit. Rent one studio. Fly the core team to Tokyo for a few days, come back with all the recordings, all cleaned up, mixed, and just ready to be dropped into the game folder to automatically work. (Yes, it was literally amazing.) It took us just 10 days to get the JP voices running for the ENTIRE game, while it took over 4 months to get just the MoA ENG battle voices working because of the huge number of issues caused by contracting people across the world to record at home and not being there to direct. The only other realistic alternative was to recast the entire ENG cast by selecting only VAs who lived in Dallas to record, but I'm sure this would have pissed off the fans anyways. Also, ENG VAs generally have less experience with eroge than Japanese seiyuu, so if we were going to start fresh and stick with the cast for the rest of the franchise, we obviously wanted VAs with experience. Given only those two options, I decided recasting an entirely JP cast was the superior choice. The real situation with ENG voices is actually worse than that, because the VAs sometimes don't even deliver the voices. If you haven't noticed, a lot of other VN Kickstarters through 2015 have disclosed contract disputes with ENG "recording agencies." From what I can gather, these "agencies" aren't really real... which honestly makes me cautious about approaching them. Another big head scratcher for me is why the hell anyone thinks I was trying to sell Liberation Day in Japan? Why would the Japanese buy Liberation Day when the first two games aren't in Japanese? I got a JP cast because the MoA VAs couldn't come back so we were going to have to completely recast anyways, not because I wanted to sell the game in Japan lol. The real things which contributed to the time crunch were actually conventions and Kickstarter deadlines. AX is the biggest trade show for visual novels, so you need to align your product release dates so that you can make the biggest announcements when AX hits. Second, if you have a Kickstarter, you have to deliver when promised or else your backers get angry real quick. In any matter, I don't think the production of Liberation Day was rushed or that we ran out of time. Sure, there's a time crunch, but all games have time crunches... It wasn't any worse than any of our other games, and a lot better than MoA. thanks for some insight Samu-kun. We wondered how it works. I think people get it in the end: complete voiceover was necessary if you want to continue releasing episodes with same characters. Unfortunately people believed that original english battle messages would be a bonus option (It shouldn't have been that hard to implement. The fact that jap. VA is superior to eng. VA is irrelevant.) Nevertheless, aversion to Japanese VA is just a tip of the iceberg. (everybody knows what I am talking about: rushed forced romance, short game length - after MoA its length really feels like bad joke, etc.)
|
|
|
Post by Samu-kun on Mar 7, 2016 1:35:22 GMT -8
Well, honestly I think one of the things that did us in was a huge misunderstanding during our beta test process. I legitimately thought all this time that we were making an indie Japanese tactics RPG game with some VN elements. Basically, we spent the majority of our time analyzing the huge game play analysis write ups that our beta testers provided, and devising new units, strategies, items, and balance which will appeal to them. We didn't receive much feedback regarding the story during the beta test, certainly nothing on the level of Drath's gameplay analysis posts, so it never even occurred to us there were issues with the story. We heard some vague comments and grumblings from Marx, but we couldn't really figure out what he was alluding to. We all liked J tactics games, so we thought this was cool, and put a lot of effort into making larger and larger battles with more and more unit types since that seemed to be what the testers cared about. I was actually concerned there was too much story, because all the tactics RPGs I've played never took the player away from the game play as much as Liberation Day and made sure to breeze through the plot so that you could get back to the gameplay soon. I was also not really concerned about Kayto temporarily getting hitched with Chigara, since most of the JRPGs I've played have had forced romance, and everyone on the dev team already know that this wasn't really a real romance route anyways, just some plot development. Likewise, I wasn't really concerned with the lack of choices, since most of the JRPGs I've played didn't have many meaningful choices and mostly had linear story lines. I was shocked to discover on release day that people actually skipped most of the gameplay by playing on waifu mode, and breezed through the story in just 3-4 hours. Well, yeah, it's to be expected that the game would be short then, because you essentially took a tactics RPG, skipped all the tactics RPG, and just read the story. It's a pretty stupid reason in hindsight, but this time I think it was just a dumb misunderstanding caused by a bad feedback loop between the developers and the beta testers where the testers talked 80% about the game play, and then the developers thought that people want 80% of the game to be about the battles and figured the story should just be short and to the point so that they can just go back to the battles. It was a pretty costly mistake too because the game flopped, but I think we can survive. I really hope that next time, an entire product doesn't collapse just because of some dumb misunderstanding.
|
|
|
Post by darakkuu on Mar 7, 2016 2:43:49 GMT -8
Ahem... hello everyone.
First of all, i'm not baker, but i bought both Academy in past and Liberation Day now, wanting to help LiS atleast in small way i can. That said, i actually one of those who still enjoyed this episode of Sunrider and trying to defend it on steam. Yup, this game has some issues, but it's not nearly as bad as many people trying to make it look.
Samu-kun. one thing that i guess is really needed is, as you said, to establish better connection between your team and community. Since it looke like most problem here appeared from the fact that people wanted one things, while your team was focused on others.
Also it won't hurt to create pinned topic on steam, where you could duplicate numerous responses, like that one about jap voices cost. 'cause now many different prejudices continue to appear in people's head growing like snowball.
Oh yeah, i apologize if my english are hard to understand. I'm better at translating then typing XD
|
|
|
Post by Nemjen on Mar 7, 2016 2:45:03 GMT -8
Corr you lot have been busy, thanks for getting your thoughts down people. Something I just want to pick up on as a tester of betas 11/12 is this feedback loop that Samu-kun mentioned. The issue with story related feedback is that we were never given access to the full story (for obvious IP reasons) by the end of the beta program which meant it wouldn't be productive to analyse it until we have seen the whole thing (either through a final beta release or the full game prior to launch) as betas are subject to change in nature. Moving forward either more of the story needs to be reflected in the betas (scripts, documentation, full story for the entry prior to release) or you need to pick out external personnel to read and feedback on your ideas - Not saying this is what has to be done but more taken into consideration if you do want to pursue this more next time, otherwise betas will mostly feature technical feedback by default. I would say that after having some time to think about the story of Liberation Day I think the most glaring issue seems to be that it is written with future installments in mind so while the player will play through and think of the experience so far, the development team and writers think of the full written experience where they have access to information we do not know yet. This is something I do not really know how to fix because while it is essential to know where your story is going it is always essential to scale the writing for each new addition so that they flow from A -> B -> C rather than A -> C, it is more a writing skill rather than that which can be actively described. Personally I enjoyed Liberation Day, sure there are areas that can be improved on and I hope this feedback will help LiS grow but I don't feel it deserves the beatings it is currently getting on Steam. I shall eagerly await to see what you have in mind for V2.00.
|
|
|
Post by Histidine on Mar 7, 2016 2:54:26 GMT -8
@samu-kun On being mistaken for VNCertainly, describing Sunrider as a tactical RPG is likely more accurate than describing it as a VN. On the other hand, if it's drawn like a VN, plays at least partly like a VN (linear click through dialog scenes, particularly in LD where the starmap and ship map were lost), uses a well-known VN engine and has an entry on VNDB, at least some people are going to think of it as a VN. On failure of beta team to anticipate story complaintsA good chunk of the story gripes concern the ending specifically, which we beta testers had no access to beyond the teaser (and by then it would probably have been to late to change anything without postponing the release anyway). Another good chunk concerns the length/content:price ratio, and the beta team didn't have info on what the game's price would have been (and for my part I didn't think we'd be in much of a position to comment on it regardless). On high ratio of gameplay feedback to story feedbackI think this is mostly because random people on the Internet are going to be better at gameplay feedback than story feedback, the latter having a far higher art:science ratio than the former. Anyone having some experience with the game (and with games in general) and a decent grasp of numbers can point out ways in which the balance can be improved at least. Game design ideas are trickier, but in general they're still easier for the audience to come up with good ones than is the case for plot elements in a story. How many of us have any writing experience at all? woolyshambler writes the official novelizations, and me and Marx-93 have experience writing fanfiction at least, but I don't know of anyone else. Certainly not with the quasi-professional experience that you (Samu) have and which I felt necessary for one to critique anything other than the most obvious problems (like the ending ). So, yeah.
|
|
|
Post by Drath on Mar 7, 2016 3:29:23 GMT -8
I legitimately thought all this time that we were making an indie Japanese tactics RPG game with some VN elements. Basically, we spent the majority of our time analyzing the huge game play analysis write ups that our beta testers provided, and devising new units, strategies, items, and balance which will appeal to them. We didn't receive much feedback regarding the story during the beta test, Likewise, I wasn't really concerned with the lack of choices, since most of the JRPGs I've played didn't have many meaningful choices and mostly had linear story lines. On why I didn't submit much input storywise: I'm primarily a turn based fan as I've stated on many occasions and that's still what I feel most strongly about and what I feel most qualified to do (as I've been a tester for HoMM5 and ToEE and my main role then was also on balance and bugfixing). So yes, as a result most of my feedback is on gameplay. It's not that I don't care about the story or the characters. I've said before I enjoyed Ava-Kayto's flashbacks and that it really touched me. I also really like how Ongess was written/handled. I can tell you when I found out that basically everyone was dead at the end of Liberation Day with no way out of it, saw the bad Steam reviews and then saw Vaen's post on forums mentioning me, I honestly broke down and wept because I felt like a goddamn failure; failure to do anything that mattered at all in-game, failure as a tester and in no way a hero. Laugh at me all you will but that's how invested I was. I did say that you should have lengthened the game when I realized that beta 11 was the 2nd last beta. However I prefer to leave story comments to VN fans as: 1)I might not understand the VN market well enough, so my suggestions might actually be counterproductive and I don't want to give stupid suggestions that might jeopardize your work 2)Story is a subjective thing. Different people prefer different styles of writing. It really depends on who you're trying to reach. By beta 12, I was too caught up fixing bugs and going through game mechanics to even pay much attention to story. You know the deal. 2+ weeks of testing, going through bug after bug after bug, looking at various new features and 5 patches, which is honestly the craziest beta testing schedule I've done. I came home from work every day and plonked my butt down in front of the computer trying to help iron things out. 85 threads and 400+ posts say we weren't idle. Mostly input was from Magpie, but Histidine, Marx, truebeliever, bailong, saotome, stevethepi and myself, amongst others all helped out too. In other words, I was too distracted to focus on story (Feb was also a very busy month for myself) and the real bomb which was the ending was NEVER seen by any tester. But as you ARE asking about story input, I will try to write what I personally feel now. Again I submit this with the disclaimer that I DO NOT know if this is truly what all VN fans want (I cannot speak for them AT ALL). It is only what I as a reader would like to see. If this isn't appealing to you or to others, kindly ignore everything below. You said before you wanted to keep the ratio between VN segments and battles fairly even. I think that's a good balance actually. I thought you had that in mind all along. Have a strong storyline with MULTIPLE branching options, some trivial stuff on exploring the ship and chatting to various crew members as before, maybe some simple puzzles even (do have a look at my mod, but don't make it that difficult lol, it's too complicated if it stumps a Physics masters student ) and have romance (seems like that's what a lot of people want). I've seen you do romances before in Sunrider Academy and I'm confident you can pull it off. Most importantly you MUST make sure that whatever option is picked, there is immediate and strong feedback on the consequences. Subtle might have been ok in the past, but right now we're in damage control mode so please make it as blatant and as obvious as possible. 1)have decisions that entail CP again (the only significant decision in the past was the Legion). Expecting at least 5 decisions that use CP for a game. Squeeze that in, wherever it may be. 2)have options that only come available with a certain level of affection being reached. Personal quests for characters. I'm sure you've played RPGs with those. 3)have your morality axis affect how others perceive Kayto and his interactions with them. Will Kayto be known as someone who does what's right? Or someone who would sacrifice anything to achieve his goals? This should be reflected in conversations and result in different further options (maybe being able to get closer with the Union or Alliance). If you've played Choose Your Own Adventure books or the more advanced ones called Gamebooks (Lone Wolf, Way of the Tiger, Blood Sword, etc) you'll know that these emphasize having the reader be an integral part of the story, making choices and seeing how they turn out. The appeal of these, besides having a good combat system was always the thrill of adventure and feeling of being in control of your own destiny. Of course later on, many RPGs refined this. Pillars of Eternity is a shining example of choice and consequence and freeform exploration. When you railroad the plot into total, complete and irredeemable failure, you convey a sense of helplessness to your audience. You convey the message that all that they did before didn't matter. The slate is wiped clean and you're starting with a set of new heroes after this one. Yes I'm probably wrong to think so after reading your words later (but the explanation for how and why they survived better be 200% logical and 1000% acceptable, or you really would be better off just leaving them ALL dead - also bear in mind what is acceptable reason to you may NOT necessarily be acceptable to others). Also if there had not been such a commotion on Steam, did you really honestly think it would have been acceptable to leave everyone's fate unknown till 1-2 years later. Most people would have lost interest by then. Unfulfilled Kickstarter goals after 3 games: New Game+ Character Epilogues (I know this will be done later... but your initial promise was all done in 3 games) Explore and Trade (this is a BIG one) Faction Influence (another BIG one) All Hail the Emperor (I know this will be done later... but your initial promise was all done in 3 games) Yes you delivered the trilogy, but it was not a complete saga, and you did not fulfill all stretch goals. Anyway at the end of it all, I just want to say that despite whatever dissatisfaction I have, I will endeavor to stand with you all. But please make it easier for the testers to defend you. Let's just try to move forward and salvage what we can, together, as I do feel you have good ideas, you build up emotion really well and provide keen balance to battles, Vaen is a great coder and I want to see you all grow as a game company. I've probably said too much, too bluntly... If you were offended, I apologize, but at this point, I'm past caring about sugar coating my thoughts. P/S - btw, this is the best Steam review IMHO: steamcommunity.com/id/Negatist/recommended/358750/And yes I know Mirilene more or less said the same as well lol
|
|
|
Post by Drath on Mar 7, 2016 4:37:24 GMT -8
Samu-kun On the VA, I'm a total outsider on these matters, but if I were given the choices you have put up I would take: Get the VAs to record at home and then email it over. Also: 1)Insist that all get the same microphone 2)Insist that all get the same recording software Get Mike Salyer/Steve Green to help out with the details? No need to go to their homes but Mike Salyer, Steve Green and yourself should be on Skype with them, and maybe Vaen and Melon as well, when they are doing the recording and they should do it till all of you are satisfied with the end result. THEN and only then pay them. They know you know legal-fu. So I'm pretty sure they wouldn't dream of messing with you or they'd have their pants sued off before they could say 'Sunrider'. In any case, Amber Lee Connors seems like a fairly reasonable person from her posts. On FB she stated that she liked doing Ava so I don't see why she wouldn't do it again. Don't really know about the rest. As mentioned above, I've no idea how directing VA is like so I'm probably completely wrong here but that's what I think could possibly be feasible. Again if I'm flat out wrong, that's fine, I profess being ignorant about the process but it doesn't change the fact that I don't understand Japanese and it adds virtually nothing to me in terms of my enjoyment of the game. I suggest putting up a poll on Steam or somewhere to get opinions on whether to go for Japanese VA or English VA in future titles. State your difficulties to them and straight up tell them the projected costs involved if its English VA. Let them decide if they want: a)Japanese VA b)English VA c)NO VA at all. Use the budget for better story and better coding (the core of the game) Also on the time crunch: What??? The reason was AX conventions and Kickstarter deadlines? I thought you were doing crunch time because you were getting married in the following week after release I mean obviously THAT'S why it's called Liberation Day right? Being liberated from a 2 year project into the arms of a loving RL waifu xD
|
|
|
Post by Nemjen on Mar 7, 2016 4:52:26 GMT -8
Spot on from Drath, we want to defend you and help break down decisions to consumers where appropriate but the ball is in your court now to decide how the next chapter will play out. Getting through this in a positive manner and taking into account how people feel will allow the company and the community to grow. You have such a brilliant range of team members and personalities on board as well as an interesting product, I know you will pull through and deliver. I want to stress though Drath that at least tester to tester you have in no way being a failure and without your gameplay inputs there was the potential for much more negative reviews, heck you were the one who previously inspired me to try harder with my flaggings. I say this for all the testing team, when we came together we each put forward something that made the product that little stronger and that little better, remember that even though release has been a little shaky that we have all achieved through playing a part in its creation - take pride in that. Honestly it's been one of the more enjoyable projects I have committed to and I hope we can all continue working together for future ones.
|
|
|
Post by Samu-kun on Mar 7, 2016 5:09:38 GMT -8
Sorry, I didn't really mean to come off as blaming the testers or anything. I realized after I posted that it may be interpreted that way. We actually greatly appreciated the detailed feedback and got a lot of fun out of reading them. Uhh yeah, obviously we could have added more story content if we had focused less on the battles. It felt like that everyone was talking about the battles though, so we naturally gravitated towards just making the battles bigger and bigger and figured people wouldn't want a long, wordy story detracting from the action. Well, what do you know now it seems like a lot people wanted the opposite. I wouldn't have been able to tell from the beta... I don't really have a problem either way though, if more romance is what people want, of course I can provide more of it. Liberation Day is already out so it's a bit late, but it won't be the last game we make. I definitely agree that the ending did not have the effect I thought it would have, which is why we think we need to rectify it as soon as possible. I thought everyone would have seen enough mecha animes to just say "lol this is stupidly entertaining and over the top." I don't think you should take Sunrider *too* seriously, parts of it are just meant to be a parody of the genre, and it pokes the fourth wall a lot, while other parts are more serious. I guess my taste might be weird though, because I thought Cross Ange was hysterical while a lot of other people hated it. ._.; Yes Amber was great to work with, I definitely trust her at least and she did good work. I don't think it'd be fair to insist that the VAs to all get thousand dollar microphones and software... Studio grade equipment is very expensive. I would feel like an ass insisting on even hundred dollar equipment, unless I was the one paying for all their stuff. Anime VA work really doesn't pay anything livable unless you're a hot shot in the top 0.0001% in both the US and Japan.
|
|
|
Post by Histidine on Mar 7, 2016 5:23:26 GMT -8
Forgot to mention this earlier, but: if we gave the same kind of feedback we do for story as we do for gameplay issues, it risks ending in a story that literally got "written by committee." (some might also describe such things in terms of interfering with the creator's ARTISTIC VISION™, but I have got no use for people treating the vision as sacrosanct) I definitely agree that the ending did not have the effect I thought it would have, which is why we think we need to rectify it as soon as possible. I thought everyone would have seen enough mecha animes to just say "lol this is stupidly entertaining and over the top." I don't think you should take Sunrider *too* seriously, parts of it are just meant to be a parody of the genre, and it pokes the fourth wall a lot, while other parts are more serious. Wait, that was the intended reaction of the LD ending (especially for what is functionally a season finale)? Damn, I've been mentally placing Sunrider in the wrong genre all this while... (I haven't watched any mecha anime. Don't watch much anime in general) Yes Amber was great to work with, I definitely trust her at least and she did good work. My theory is falsified... (on switch to Japanese VAs)Samu-kun will never trust an English VA again after Amber Lee Connors betrayed him by endorsing BDSM Ava
|
|
|
Post by wingcapt4 on Mar 7, 2016 6:14:32 GMT -8
I really liked the JP voices too. I don't really understand why people have a problem with them. I don't really think they broke the budget, it was actually a very slick production. People are completely off base about the JP voices being more expensive than the ENG voices. There's pretty much only one place in the USA you can record anime voices: Dallas, Texas. Maybe Los Angeles. How much money would it cost to fly every single Eng VA in MoA to Dallas? Sure, a small number of the VAs already live there, but others live in Canada, Australia, and other parts of the United States. Plus, we would have to fly the core Love in Space team to Dallas to oversee the production. So we're talking about buying about roughly 3 international plane tickets, 4 domestic tickets, and about 7 hotel rooms for a week, on top of paying everyone, hiring an audio engineer, and renting a studio. (Not happening with our budget) But there are other studios you can record at instead of Dallas, right? Well, yes. But that doesn't change the situation that everyone's spread out across the world, and still Dallas would be best because that's where the majority of anime ENG voice actors live. Well then, why not hire multiple studios for each VA? Well, that would be expensive as hell, and the core team would then have to fly across the globe to oversee multiple recording sessions, so that's obviously not possible. Then why not just do what you did in MoA and get the VAs to record at home and then email it over? This has multiple problems. Then you basically have to digitally clean up and normalize everything because everyone's recording with different microphones, in different rooms, with different software. Sure, if it's just a few hundred lines for just the battle voices, this is feasible, but when it's over 2000 lines, that's just impossible unless you hire a full time audio engineer. (And almost nobody will do this cheaply because this is essentially the definition of hell from a recording stand point.) Also, is the core development team going to go on a world tour to visit everyone at their homes to direct the recording session? Or we could just hire Japanese voices. All eroge seiyuus live in Tokyo and can reach any recording studio we rent by public transit. Rent one studio. Fly the core team to Tokyo for a few days, come back with all the recordings, all cleaned up, mixed, and just ready to be dropped into the game folder to automatically work. (Yes, it was literally amazing.) It took us just 10 days to get the JP voices running for the ENTIRE game, while it took over 4 months to get just the MoA ENG battle voices working because of the huge number of issues caused by contracting people across the world to record at home and not being there to direct. The only other realistic alternative was to recast the entire ENG cast by selecting only VAs who lived in Dallas to record, but I'm sure this would have pissed off the fans anyways. Also, ENG VAs generally have less experience with eroge than Japanese seiyuu, so if we were going to start fresh and stick with the cast for the rest of the franchise, we obviously wanted VAs with experience. Given only those two options, I decided recasting an entirely JP cast was the superior choice. The real situation with ENG voices is actually worse than that, because the VAs sometimes don't even deliver the voices. If you haven't noticed, a lot of other VN Kickstarters through 2015 have disclosed contract disputes with ENG "recording agencies." From what I can gather, these "agencies" aren't really real... which honestly makes me cautious about approaching them. Another big head scratcher for me is why the hell anyone thinks I was trying to sell Liberation Day in Japan? Why would the Japanese buy Liberation Day when the first two games aren't in Japanese? I got a JP cast because the MoA VAs couldn't come back so we were going to have to completely recast anyways, not because I wanted to sell the game in Japan lol. The real things which contributed to the time crunch were actually conventions and Kickstarter deadlines. AX is the biggest trade show for visual novels, so you need to align your product release dates so that you can make the biggest announcements when AX hits. Second, if you have a Kickstarter, you have to deliver when promised or else your backers get angry real quick. In any matter, I don't think the production of Liberation Day was rushed or that we ran out of time. Sure, there's a time crunch, but all games have time crunches... It wasn't any worse than any of our other games, and a lot better than MoA. Please don't misunderstand, I did like the JP VAs. Despite my negative thoughts about having it for Sunrider's particular writing style, they are skilled, as expected of them. Moving on, I really appreciate the insight you gave on how it all works and I do apologize for being ignorant with regards to the issue. Without your explanation, I would still be thinking that it was not worth it, since some voice overs still didn't sound right to me, and that it was a wasteful expense. Now, I stand corrected and I am perfectly fine with your decision. Despite that, the VAs were still good and I will learn to love them for this franchise; it's just going to happen a bit sooner now that you've explained your side of things. And you're giving us the option to choose between EN or JP for the battle voiceovers, which is already a big plus in my book. I think people, myself included, misunderstood the intent of your going to Tokyo Game Show. I myself am not dumb to immediately think that LD would be sold in Japan since as you said, FA and MoA are not even in Japanese. However, we immediately jumped on the possibility that the Sunrider franchise would eventually come to Japan in the future because, ignorance aside, why else would you have a showing at Tokyo and have JP VAs? I did like that you immediately jumped in and explained things bluntly and logically (JP VAs for instance). To be honest, as I was reading all that negativity in Steam, I was starting to feel worried about the future of Sunrider until you stepped in. Also, I guess I wasn't clear when I gave my 2 cents on the "Short story length". I'm not complaining about how short the story is, it is just the header I used since that was pretty much what people say. That being said, yes, I am one of those people who played in waifu mode because I am more into the story than the tactical gameplay. I read a lot of JP VNs and I love them, which is why I'm more inclined towards knowing the plot. Again, I'm not complaining about the story length because the segment/premise of Liberation Day's storyline is short in and of itself (main cast have already rallied and they are making their final push to Cera. Can't get any longer than that). Anyway, what I meant to say was that there just wasn't as much substance surrounding that storyline which made it seem short and lacking for many people. I agree that Liberation Day is better than MoA because it is the actual advancement of the main story, and the culmination of all the events from FA and MoA. Samu-kun, I'm not sure how sensitive the information is, but might I suggest putting a pie chart or something in Patreon for backers to have a general idea of how the money is allocated? One pie chart with how much money you really need and where they go to bring the projects into fruition (you could put stretch goals in there and how much they would cost), and another pie chart with how much you actually have and where that is going right now. I've read a lot of people who are disgruntled about how they spent so much for something so little (I'm not one of them, and it doesn't really matter that much to me as long as the franchise keeps going and improving). If backers have questions, then you can already nip a potential problem right then and there. Also, I do like the idea of people here with regards to having some beta testers whose sole focus would be on the story. I think you should have a team of 2-3 beta testers who have a knack for storywriting/flow and you're comfortable entrusting even the next installments' plots/outlines to. They need to know your vision for the saga's story and what will happen next; that way, they have a bigger picture of things to be able to improve on the flow between each storyline, in addition to improving the actual storyline itself for the current installment. They should also be given some freedom to write some minor (about 500 lines short, more or less) side-stories such as character interactions, etc. that could help add to the current storyline, if they have an idea to add substance/improvement to the current storyline and would like to have it implemented. Of course, pending your approval to be actually added to the game.
|
|
|
Post by wingcapt4 on Mar 7, 2016 6:30:41 GMT -8
I legitimately thought all this time that we were making an indie Japanese tactics RPG game with some VN elements. Basically, we spent the majority of our time analyzing the huge game play analysis write ups that our beta testers provided, and devising new units, strategies, items, and balance which will appeal to them. We didn't receive much feedback regarding the story during the beta test, Likewise, I wasn't really concerned with the lack of choices, since most of the JRPGs I've played didn't have many meaningful choices and mostly had linear story lines. On why I didn't submit much input storywise: I'm primarily a turn based fan as I've stated on many occasions and that's still what I feel most strongly about and what I feel most qualified to do (as I've been a tester for HoMM5 and ToEE and my main role then was also on balance and bugfixing). So yes, as a result most of my feedback is on gameplay. It's not that I don't care about the story or the characters. I've said before I enjoyed Ava-Kayto's flashbacks and that it really touched me. I also really like how Ongess was written/handled. I can tell you when I found out that basically everyone was dead at the end of Liberation Day with no way out of it, saw the bad Steam reviews and then saw Vaen's post on forums mentioning me, I honestly broke down and wept because I felt like a goddamn failure; failure to do anything that mattered at all in-game, failure as a tester and in no way a hero. Laugh at me all you will but that's how invested I was. I did say that you should have lengthened the game when I realized that beta 11 was the 2nd last beta. However I prefer to leave story comments to VN fans as: 1)I might not understand the VN market well enough, so my suggestions might actually be counterproductive and I don't want to give stupid suggestions that might jeopardize your work 2)Story is a subjective thing. Different people prefer different styles of writing. It really depends on who you're trying to reach. By beta 12, I was too caught up fixing bugs and going through game mechanics to even pay much attention to story. You know the deal. 2+ weeks of testing, going through bug after bug after bug, looking at various new features and 5 patches, which is honestly the craziest beta testing schedule I've done. I came home from work every day and plonked my butt down in front of the computer trying to help iron things out. 85 threads and 400+ posts say we weren't idle. Mostly input was from Magpie, but Histidine, Marx, truebeliever, bailong, saotome, stevethepi and myself, amongst others all helped out too. In other words, I was too distracted to focus on story (Feb was also a very busy month for myself) and the real bomb which was the ending was NEVER seen by any tester. But as you ARE asking about story input, I will try to write what I personally feel now. Again I submit this with the disclaimer that I DO NOT know if this is truly what all VN fans want (I cannot speak for them AT ALL). It is only what I as a reader would like to see. If this isn't appealing to you or to others, kindly ignore everything below. You said before you wanted to keep the ratio between VN segments and battles fairly even. I think that's a good balance actually. I thought you had that in mind all along. Have a strong storyline with MULTIPLE branching options, some trivial stuff on exploring the ship and chatting to various crew members as before, maybe some simple puzzles even (do have a look at my mod, but don't make it that difficult lol, it's too complicated if it stumps a Physics masters student ) and have romance (seems like that's what a lot of people want). I've seen you do romances before in Sunrider Academy and I'm confident you can pull it off. Most importantly you MUST make sure that whatever option is picked, there is immediate and strong feedback on the consequences. Subtle might have been ok in the past, but right now we're in damage control mode so please make it as blatant and as obvious as possible. 1)have decisions that entail CP again (the only significant decision in the past was the Legion). Expecting at least 5 decisions that use CP for a game. Squeeze that in, wherever it may be. 2)have options that only come available with a certain level of affection being reached. Personal quests for characters. I'm sure you've played RPGs with those. 3)have your morality axis affect how others perceive Kayto and his interactions with them. Will Kayto be known as someone who does what's right? Or someone who would sacrifice anything to achieve his goals? This should be reflected in conversations and result in different further options (maybe being able to get closer with the Union or Alliance). If you've played Choose Your Own Adventure books or the more advanced ones called Gamebooks (Lone Wolf, Way of the Tiger, Blood Sword, etc) you'll know that these emphasize having the reader be an integral part of the story, making choices and seeing how they turn out. The appeal of these, besides having a good combat system was always the thrill of adventure and feeling of being in control of your own destiny. Of course later on, many RPGs refined this. Pillars of Eternity is a shining example of choice and consequence and freeform exploration. When you railroad the plot into total, complete and irredeemable failure, you convey a sense of helplessness to your audience. You convey the message that all that they did before didn't matter. The slate is wiped clean and you're starting with a set of new heroes after this one. Yes I'm probably wrong to think so after reading your words later (but the explanation for how and why they survived better be 200% logical and 1000% acceptable, or you really would be better off just leaving them ALL dead - also bear in mind what is acceptable reason to you may NOT necessarily be acceptable to others). Also if there had not been such a commotion on Steam, did you really honestly think it would have been acceptable to leave everyone's fate unknown till 1-2 years later. Most people would have lost interest by then. Unfulfilled Kickstarter goals after 3 games: New Game+ Character Epilogues (I know this will be done later... but your initial promise was all done in 3 games) Explore and Trade (this is a BIG one) Faction Influence (another BIG one) All Hail the Emperor (I know this will be done later... but your initial promise was all done in 3 games) Yes you delivered the trilogy, but it was not a complete saga, and you did not fulfill all stretch goals. Anyway at the end of it all, I just want to say that despite whatever dissatisfaction I have, I will endeavor to stand with you all. But please make it easier for the testers to defend you. Let's just try to move forward and salvage what we can, together, as I do feel you have good ideas, you build up emotion really well and provide keen balance to battles, Vaen is a great coder and I want to see you all grow as a game company. I've probably said too much, too bluntly... If you were offended, I apologize, but at this point, I'm past caring about sugar coating my thoughts. P/S - btw, this is the best Steam review IMHO: steamcommunity.com/id/Negatist/recommended/358750/And yes I know Mirilene more or less said the same as well lol I'm a JP VN lover myself, been reading a lot of JP VNs for years now, I'm currently an editor for a fan-translation group that is now working on translating 2 JP VNs into EN that Sekai Project is planning to localize to the West soon, and I've also written a fanfic or two. So, speaking from the POV of a VN lover here (or just me perhaps), your suggestions for the story are actually really good. I approve! Then again, I'm also under the assumption that possibly half of Sunrider's fans aren't really acclimated to JP writing style of VNs, so looking at it from a Western standpoint, your suggestions are still solid, for me at least.
|
|
|
Post by Drath on Mar 7, 2016 6:34:42 GMT -8
Uhh yeah, obviously we could have added more story content if we had focused less on the battles. Absolutely NOT. The battles SHOULD retain at least the same quality as they are now, or even better with a few new added units/abilities. It's the story parts which need to be dragged up to the same quality and quantity as the battles. If you don't think you have enough resources to do both, cut art or VA or the opening song or do another small scale kickstarter. I thought everyone would have seen enough mecha animes to just say "lol this is stupidly entertaining and over the top." I don't think you should take Sunrider *too* seriously, parts of it are just meant to be a parody of the genre, and it pokes the fourth wall a lot, while other parts are more serious. My reaction was basically "this is stupidly depressing and unbelievable". I work in a profession where death and disease are commonplace, and even if I'm doing the more academic side of things these days, I can say I've seen enough people die in front of my eyes. They are in no way subjects to be taken lightly. If you have lost a loved one, you should know what I mean. You jumped around from being very serious in mood in Ongess to serious at the end of MoA and so I expected the end of Lib Day to be serious as well. The tone of the writing in the ending was in no way a joking tone. The music was sad. The pics with Kayto slumping down defeated and resigned, making his last speech, did not convey a joking tone. If you now say it was meant in jest or not to be taken *too* seriously as you put it, I will straight out say you outright failed to convey the right mood, this time round. You might say I'm wrong but I can tell you from the Steam reviews that there are heaps of people who feel the same. Why do think there are so many negative reviews? I don't think it'd be fair to insist that the VAs to all get thousand dollar microphones and software... Studio grade equipment is very expensive. I would feel like an ass insisting on even hundred dollar equipment, unless I was the one paying for all their stuff. On the equipment, try to settle for a little less than studio grade perhaps. Offer to pay half the price of the equipment. If they are serious voice actresses, they should want to upgrade their setup. Anyway I leave the matter to you but if you insist it's impossible, I suggest NO VA. Pour all resources into storyline, double its size and do 'WoW raid mechanics' for battles. Ask Vaen on WoW if you don't understand what I mean. There's lots of crazy stuff that can be done still. Blackguards with their interactables in battle, etc... Stormguard with their flanking/debuff/zone of control mechanics... all very impressive games. One last reason to do English VAs for Lib Day: Remember those old Cosette voice files by Jill Harris that were never EVER EVER used in FA/MoA because she never joined you? Well guess what, you now have the opportunity to use them in Lib Day. I will not defend you if people say you had an obvious chance to use existing VA material for no cost and passed it up. Just imagine Jill in front of you and you telling her that all the work she did was all done in vain and it's going to be all Japanese from now on. It wouldn't be pleasant for either her or you.
|
|
|
Post by arkblade on Mar 7, 2016 6:58:37 GMT -8
samu-kun, i think you make only two failure except ending cliffhanger(or publicity of 4th sunrider)... 1.) less time of overall game length that regardless player uses waifu mode. 90% of problems point are branch of this. Dissatisfaction with the linear plot, japanese VAs (i enjoyed it, that is not best but feel enough good), no choice.... etc They did not actually important. users are only seeking reason of game length is shortened. many players want to at least 15~20 hour experience to $25 game. that is seem to greedy from japanese(i am japanese and price of the game is generally more expensive), and LD is no problem for me. however many english users is not. and if player believe it is stratgy game. only 10 map with no skrmish is terrible. 2.) less hentai, ecchi. perhaps you know. and unfortunaly chigara isn't popular character... (i like she I'm sure if this time's forced romance is sola or something popular character. peoples excite. samu-kun, you made sunrider academy. that have enough (in fact, it is not seem to enough from japanese. however not bad) game volume and experience except replay the game. (club management game is too long after common route. it need to extended common route or make short of after common route length. only lengths and It should never be shrink text volume) peoples minimum required of that game volume and experience. and last one. beta tester are only beta testers. perhaps they don't request plot change, extend plots, make new battles, and more... anyway, they can't request to change base structure of the game itself.
|
|
|
Post by ariesbuonarroti on Mar 7, 2016 7:42:48 GMT -8
I wish I could quote post numbers instead, like I do on imageboards. Anyway, Samu. I have zero knowledge of how development or the feedback loop goes (I paid for beta access solely for the story, so I guess I'm part of the problem), but both FA and MoA really struck me as VNs more than tactics RPGs. All the tactics scenes in them functioned primarily in service of the story, and even side quests that theoretically were mostly about battle ended up bringing some story heavy elements into the mix (i.e. the Wishall). It just seems really odd that this is what you thought people wanted, since like 90% of comments on the old forum and this are basically about waifus and the storyline. In that same vein, I didn't think the battles in Liberation Day were very good at all, and I think that a reason for that is precisely that they don't weave into the story nearly as much. For example, back in FA, we had Operation Wedding Crash. The battle following the Sunrider's rescue of Asaga was fantastic tactics-wise because the scenario was just what you'd expect - the Sunrider has warped behind enemy lines to achieve an objective, and now Arcadius has scrambled his forces to prevent the Sunrider's escape. Story wise the stakes are very high, and tactics wise the idea of holding out for several turns while the Sunrider uses the Ryuvian moon's gravity for a warp is perfectly in line with what you just read, in-story. And that wasn't even the climax of FA! The Liberation Day battles don't really follow this example at all. The bulk of them is just surviving against an overwhelming number of foes with very little in the way of objectives in mind. This becomes particularly inexcusable with the "side missions" that aren't side missions at all (you don't even navigate the space map now), but just three story-irrelevant battles forced on you in quick succession. The one exception was the battle where Chigara (Rest in Fontana, wew) hacks into the Prototype hive mind while Asaga loses her shit and changes sides. While I didn't much enjoy the story that led up to it, that was a classic Sunrider fight, IMO, since it blended story objectives into a tactics scenario that reflected them. Just my two cents.
|
|
|
Post by failkin on Mar 7, 2016 7:49:29 GMT -8
Well, honestly I think one of the things that did us in was a huge misunderstanding during our beta test process. I legitimately thought all this time that we were making an indie Japanese tactics RPG game with some VN elements. Basically, we spent the majority of our time analyzing the huge game play analysis write ups that our beta testers provided, and devising new units, strategies, items, and balance which will appeal to them. We didn't receive much feedback regarding the story during the beta test, certainly nothing on the level of Drath's gameplay analysis posts, so it never even occurred to us there were issues with the story. We heard some vague comments and grumblings from Marx, but we couldn't really figure out what he was alluding to. We all liked J tactics games, so we thought this was cool, and put a lot of effort into making larger and larger battles with more and more unit types since that seemed to be what the testers cared about. I was actually concerned there was too much story, because all the tactics RPGs I've played never took the player away from the game play as much as Liberation Day and made sure to breeze through the plot so that you could get back to the gameplay soon. I was also not really concerned about Kayto temporarily getting hitched with Chigara, since most of the JRPGs I've played have had forced romance, and everyone on the dev team already know that this wasn't really a real romance route anyways, just some plot development. Likewise, I wasn't really concerned with the lack of choices, since most of the JRPGs I've played didn't have many meaningful choices and mostly had linear story lines. I was shocked to discover on release day that people actually skipped most of the gameplay by playing on waifu mode, and breezed through the story in just 3-4 hours. Well, yeah, it's to be expected that the game would be short then, because you essentially took a tactics RPG, skipped all the tactics RPG, and just read the story. It's a pretty stupid reason in hindsight, but this time I think it was just a dumb misunderstanding caused by a bad feedback loop between the developers and the beta testers where the testers talked 80% about the game play, and then the developers thought that people want 80% of the game to be about the battles and figured the story should just be short and to the point so that they can just go back to the battles. It was a pretty costly mistake too because the game flopped, but I think we can survive. I really hope that next time, an entire product doesn't collapse just because of some dumb misunderstanding. What gets me is you say you thought you were making a tactics JRPG...but your patreon page literally says copy and pasted word for word "Love in Space is creating Visual novels" I mean how can you not expect some hatred that you designed your game to be a JRPG. Also in my entire life of very extensive experience ive never come across a game RPG, FPS, VN , tactics, or any other game that had too much story. I dont wanna see you guys flop I love sunrider, its just that MOA/FA are short but nobody really cares cause they are free and full of choices. Then you release LD for an actual price tag and its short of course people are gonna be upset why wouldn't they be. Ive played several VNs in my life and they usually take me days to finish easily 30+ hours some of these cost only slightly more than LD. way less if you consider i funded close to 200 dollars on patreon so to get a game i beat in 4.2 hours it was basically a slap in the face.
|
|
|
Post by vaendryl on Mar 7, 2016 8:29:09 GMT -8
I thought everyone would have seen enough mecha animes to just say "lol this is stupidly entertaining and over the top." I don't think you should take Sunrider *too* seriously, parts of it are just meant to be a parody of the genre, and it pokes the fourth wall a lot, while other parts are more serious. My reaction was basically "this is stupidly depressing and unbelievable". I work in a profession where death and disease are commonplace, and even if I'm doing the more academic side of things these days, I can say I've seen enough people die in front of my eyes. They are in no way subjects to be taken lightly. If you have lost a loved one, you should know what I mean. You jumped around from being very serious in mood in Ongess to serious at the end of MoA and so I expected the end of Lib Day to be serious as well. The tone of the writing in the ending was in no way a joking tone. The music was sad. The pics with Kayto slumping down defeated and resigned, making his last speech, did not convey a joking tone. If you now say it was meant in jest or not to be taken *too* seriously as you put it, I will straight out say you outright failed to convey the right mood, this time round. You might say I'm wrong but I can tell you from the Steam reviews that there are heaps of people who feel the same. Why do think there are so many negative reviews? I don't think it's really meant to be 'ha ha' funny, but it is playing with the trope that in many mecha stories the situation at some point or another turns particularly sour and hopeless only for some ridiculous twist to save everyone. Sam hasn't told me a thing about what's going to happen, but my perspective is that of 'how in the world are they gonna get out of this' rather than 'omg it's hopeless. it's all over. we're DOOOOMED' we saw the Bianca get shot through but then again, from the sound of her voice Claude is clearly 'the wanderer' who Alpha was talking to when they referred to the 'Ebon Fleet' (totally not the reapers). She's always been mysterious but that confirms she is nothing at all who she seems. After the credits Crow refers to a woman timetraveler who absolutely has to be Claude. she's certainly not dead, and I'm saying this as a fellow fan. Sam tells me nothing. Then there's Chigara and she's very clearly dead. Well, sure would've been useful if there were like a near infinite number of clones of her. oh, wait. I mean, if Alice could put her mind into Chigara's body, I'm sure Chigara could put her mind into another clone. how that works, no idea. that's what deus ex machina plot devices are for. She'll be back one way or the other for sure. The rest is alive when the story cuts out, and although their situation is grim any number of things could be thought up to turn things around. even if timetravel is required to do so. What did Ava find amongst Claude's stuff anyway? I don't know if any of this is true, but I have a good feeling about it. My point is that depending on the framing of your perspective on the ending you can get away with very different things, and it's only 'funny' when put into context with the great mecha anime and space operas of the past where the heroes got out of similar situations somehow.
|
|