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- [Design advice for Life & Suffering of Prince Jerian] - [[email protected]] - [gistpad.com/suffering]
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- [Sound & Music]: -Immaculate, yet it must go higher, for it's the heart.
- [Aesthetic & Visuals]: -Pristine & Authentic, yet lacking in perspective.
- [UI & Cohesion]: -Polished, but with visible nicks & imperfections.
- [Ambience & Backdrops]: -Good by every metric, yet rudimentary & basic.
- [UX & Accessibility]: -Lacking crucial essentials with no definitive mode of play.
- [Narrative & World]: -Huge flaws tear away at the game's very soul.
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- The overall aesthetics, atmosphere, soulfulness, solemnity, & the "foundational" authenticity
- are the crown jewels of this game(and its predecessor), unmatched by anything in its lifetime
- nor by those that came before it, especially the sound & music, Trubin be blessed.
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- Ther were no bugs or technical issues found, and there are no confusing mechanics.
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- [DECLARATION]
- After many a contemplation, I can say that without a shred of doubt,
- the single greatest detriment to this game is its 'Divine' & 'Theological' aspect.
- The foundational core of this game upon which every other part is built on is 'Authenticity'.
- It's this exact 'Authenticiy' that gives the game its lifeblood, its very worth.
- Without this cruical core the game would leave no impact on the player whatsoever for it would lack the
- proper 'reference' & 'connection' necessary to bind the player to its own.
- The total 'Transparency' & 'Objectivity' that the game adopts regarding the
- 'Divine' & 'Supernatural Phenomena'(Miracles etc.) run absolutely contrary to the foundation
- that is 'Authenticity', its 'reference' detatched wholly from the real one it's meant to mirror.
- Such a 'distorted' & outright 'nonexistent' implementation that is meant to reference 'our own'
- is simply incompatible with the core of the game.
- Not only does such a 'distortion' taints the 'Authenticity' greatly,
- but by extension it undeniably kills the purpose of this game. This "Transparent/Objective Fantasy Theology"
- in which THE biggest questions of life are just abruptly "answered" and randomly "decided"
- completely and utterly ruins the vision & purpose set by the developers who want this game to be a
- soul searching experience that will allow the player to reflect upon the sublime questions of life
- and ponder their meaning. That beautiful vision... in my view is unfortunately unattainable with the
- current way the game world is structured, not with this 'random', 'inauthentic', and 'unsubtle'
- way the 'Divine' & 'Metaphysical' is "referenced".
- This game should not sacrifice its 'authenticity' for some irrelevant "fantasy" that on the surface
- appears interesting but ultimately proves to be but a misguided attempt at profundity.
- To feel that world as if it was our own... To feel the words as if they referenced our very own...
- I have no doubt that it's what this game desperately tries to convey, to seamlessly blend in with our very own.
- The game is in conflict with itself, its very soul is in conflict with itself, and unless reconciled...
- how can it hope to ever reach its true potential... let alone sublimity.
- Now that the issue's been clarified, let us go over the appropriate solution.
- A balance must be struck, 'Universality' and 'Subtelty' are key,
- it must be changed in such a way that it will 'RESONATE' with everyone,
- and 'HIDDEN' enough that it won't impede the authentic reference,
- to reduce the total objectivity and bring it to total balance with subjectivity.
- it all aligns with the soul of the game and your vision doesn't it.
- This of course requires a significant rework of the world of 'Talisman' that'll
- fundamentally alter the way how the overall world & narrative works,
- and how the story is told in relation to the way the 'Divine' is referenced.
- What Im asking you to do might seem too much... too different, too impractical, and too late
- to do anything about it now, and perhaps you would be right, but would it really be the right call?
- Would it really be good to let this work of art with the potential
- of sublimity be buried under the dirt by its own great flaw...
- what use of apoligizing to me would bring in that regard.
- Afterall... It's the game that will Suffer for it.
- I wouldn't request it from anyone else but you, It's because I believe that you would pour your
- soul without rest, and sacrifice every bit of resource to bring this work of art to frution,
- and would be satisfied with nothing less than sublimity.
- The order's been given, and that is enough.
- -To Fedor Sliusarchuk
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- {UI}: (Overall needs to be 'Minimalised', be more of a 'Sketchy/Book' aesthetic, and be more 'Static' & 'Smooth')
- -Add 'fade-in/out' transitions'.
- .Add 'fade-in' transitions to most UI elements & transitions.
- .Add 'fade-in/out' transitions to all Page transitions.
- .Add 'fade-in/out' transitions to all UI elements on mouse hover.
- .Add 'fade-in/out' transitions to all mouse hover panel pop-ups.
- -Remove unfitting transitions.
- .Remove every 'Enlarge/Delarge' transition from the UI elements.
- .Remove every 'Contrast/Color change' transitions from the UI elements.
- .Remove the 'fly-in' text transitions from the bookmarks and also remove their text entirely.
- ***Keep the animated transitions(Legacy amulet & Sanity) as they are(They are great)***
- -Replace the 'Clean-Cut' & 'Solid-Color' visuals with 'Sketchy/Bookish' alternatives.
- .Replace the more "clean cut", 'Colorful' stat pictures with the more "sketchy"(pre-PlayTest) versions.
- .Replace the 'bright' stat visualisers(symbols, bars etc.) with more 'sketchy' & 'papery' colors & styles.
- .Replace the bookmark visuals with more 'sketchier' & slightly smaller ones.
- -Remove unnecessary or cluterred UI elements.
- .Remove the 'Return to scene' bookmark entirely.
- .Slightly decrease the amount of clutter & visuals on the paper outline(Thorns/Snakes/Glass shards etc.).
- .Make the 'settings' button & UI smaller, less visible(Or just put it inside of the pages[Like the '?' hint button]).
- .Replace the 'selected' bookmark 'clip' visual on the page with something less visible(it appears on the paper outline).
- .Remove/Hide the UI of the unavailable bookmarks until the appropriate chapter's been reached.
- -Overhaul the 'Conditions' panels.
- .Make the 'conditions' panel slightly more compact and readable.
- .Replace 'the requirement not met' 'X' symbol on 'condition' panels with something more compact and pleasant.
- -Overhaul the 'Fate' tab.
- .Remove the 'Phantoms of the future' button entirely and replace it with a simple divider.
- .Replace the 'Possible events' buttons entirely with larger Rectangle 'page to page' spreads of their event picture.
- .Add to the 'Records' text columns rectangle 'page to page' spreads of their event pictures.
- .Remove the text from the 'Chapter selection' buttons and let there simply be 'I, II, III' numerals instead.
- -Overhaul the 'Choices' page in scenes.
- .Combine the 'choice' buttons & 'consequences' in the right page(like the previous game).
- .Add narrative text to the left page(like the previous game).
- .Add a slow 'fade-in' transition to the 'choices' page in the current scene(like the previous game).
- .Add a slow 'Fade-in' transition to the 'choice' buttons(like the previous game).
- .Replace the 'Choice' button with something different & less asymmetrical?(I'm not sure).
- .Center the text in 'Choice' buttons.
- -Other visual adjustments.
- .Remove the 'Glove' cursor entirely and make the 'Quill' & 'Hourglass' the sole cursors.
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- {UX}: (A singular standard needs to be set as the 'Definitive' way to experience the game)
- -Add a 'Focus/Theater' toggle where the bookmarks & background can be darkened & faded out.
- -Remove 'Chapter restarts' entirely(At the very least disable it until a full playthrough's been finished).
- -Remove 'Hints' entirely(Don't even know what they are supposed to be even after multiple playthroughs).
- -Make the 'Hold the choice' button the default option.
- -Remove the setting to change the 'show consequences' mode after starting a playthrough.
- -New mode called the 'Show partial consequences' mode where the choices provide a 'moderate' hint.
- -New mode called the 'Show miminal consequences' mode where the choices provide a 'slight' hint.
- -New mode called the 'Safe/Clean' mode where the sexually 'explicit' & 'suggestive' content are limited/censored to a degree.
- -New mode called the 'Visual assistance' mode to provide an audio book like feature for the visually impaired.
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- {Visuals}: (Needs some consistency & naturalisation on certain portraits, and 'obvious' place holders need to change)
- -Some of Jerian's portraits look nothing like eachother(Especially the childhood ones).
- -The portrait of the arknian ladies are a bit over the top and kinda crazy & unhinged.
- -The main menu looks and feels like a placeholder, needs much rework.
- -The title logo looks too minimalistic & simple, needs some detail & rough edges to it.
- -The loading screen could be bit more 'static' & 'landscape-ish/Still-life' without any people or moving parts to it.
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- {Sound/Music}: (Suggestions)
- -Find one more composer(Music would benefit immensely from different perspectives)[Trubin stays the lead].
- -Readjust some of the 'Bulky' UI sound effects(Bookmark selection sfx... maybe?).
- -Dont be afraid to go crazy in scenes with similar effects like the 'scream' in sir Brante.
- -Not my place to teach Trubin his job... but I would suggest going 'experimental' in some pieces(Divine etc.).
- -Avoid using 'Special' tracks more than once, lest they lose their weight & soul.
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- {Narrative}: (Overall refinement of the opening, and chapter extension is needed + Total Divine/Theological/Metaphysical rework)
- -The opening cutscene feels disconnected & abrupt, needs to be less 'Final' and more 'Introductory', like those in the trailers.
- -The first scene and its questions require much needed rework.
- -The childhood(Obscurity) chapter advances too fast(age 4 to 16 in less than 7-8 scenes, should be extended to 2 chapters).
- -Total Divine/Theological/Metaphysical rework to solve the authenticity crisis and reconcile the soul of the game.[See above decleration.]
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- {Major Addition}: (Essential additions to game modes & accesibility features)
- -'Show partial consequences' mode
- .A mode where the choices provide a 'moderate' hint(changes are accurately hinted at but without their full specification).
- -'Show minimal consequences' mode
- .A mode where the choices provide a 'slight' hint(just a slight hint regarding the predicted changes).
- -'Safe/Clean' mode
- .A mode for limiting or censoring sexually 'explicit' or 'suggestive' content(Perfect for accessibility).
- -'Focus/Theater' mode
- .A theater mode/Toggle where the background & overall UI except for the pages are darkened & faded out.
- -'Voice assistance' mode
- .Audio book like feature where a single tone voice support is added for the visually impaired(only in english?).
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- {Total Overhaul}: (Divine/Theological/Metaphysical Rework)[See above decleration.]
- -Divine Rework
- .Remove the twin gods entirely and instead opt for a 'Transcendental' & 'ambiguous' monotheistic Creater.
- .Remove the 'Dark figure/third Shadow/Will' entirely.
- .Keep the shining pillar, but refrain from giving clear definitions.
- .Opt for an iconoclastic, no depictions regarding the image of it, The 'Divine' is fully transcendental & hidden.
- .Remvove the epithet "God" entirely, the only references should be either 'Lord', 'Sovereign' or the likes.
- .Give a culturally commonplace 'epithet' for the 'Divine' for example 'The Lord'.
- .Opt for a 'seemingly' non intervensionist position for it.
- .Avoid giving the 'Divine' innate merciful or vengeful qualities of any sorts, the perspective should remain ambigious.
- .Avoid giving the 'Divine' human presence on the world and human qualities in general etc.
- .Avoid 'Commandments' style interventions or direct divine instructions.
- .Avoid any divine 'meetings' of sorts, especially for the main character.
- -Theological Rework
- .Keep the prophets but be subtle with them.
- .Keep the holy books as 'Divinely inspired' rather than 'Divine Revelations'.
- .Remove the christian symbolism & aesthetics and instead opt for a more culturally detached one.
- .Switch to an Iconoclastic no depiction or divine images doctrine(since the divine shall be hidden).
- .Remove the epithet of 'God' entirely and change it with 'Lord' or 'Sovereign' coupled with perhaps
- a totally unique name(for example "Eld"[from 'Elder' got it]).
- .Keep the schism narrative, albeit in a different style or manner.
- .Introduce new doctrines and positions, increase the overall depth of the theological aspect.
- .Hire a theologian to help you bring forth a multitude of ideas to the table.
- -Metaphysical & Fantasy Rework
- .Keep the 'death' system, but without a divine meeting, just straight revival.
- .Keep the 'Lots/Caste' system but with different sacramental aesthetics of course.
- .Keep the Tempests' divine right to rule.
- .Keep the Love/Law stat personality dynamics(wholly detached from the previous divine system of course).
- .adjust the 'Arknian/Human' distinctions and keep it to a minimum(less blueishness & physical differences etc.).
- .Avoid introducing racial blood magic into the world(Arknian origin stories etc. should be subtle as possible).
- .Avoid introducing new 'Races' at all costs(No more la-tari etc.).
- .Keep the blood tide, yet make it more subtle.
- .Get rid of the abilities and scale of magic in people or drastically reduce their potency(No more obvious magic).
- .Get rid of the 'Silver plates' & 'collars' or drastically reduce their potency(No more obvious visible miracles).
- .Get rid of the 'will' doctrine entirely(not the 'will/blood' stats, the 'Theological' "will" from the previous game).
- .Keep the silver tree, but simply as a percieved sacred tree and nothing more.
- .Keep all other metaphysical events as subtle as possible.
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- {Potential pitfalls}: (Issues that were prevelant in the previous game)
- -The 'Meta Driven Calculator' where overattention to 'stats' & 'conditions' heavily
- impeded the immersive quality and often left the players detached from the narrative entirely.
- -The character being inconsistent, or being able to act inconsistently or contrary
- to their personality constantly plagued and impeded on the immersion heavily.
- -Music choices in certain scenes felt out of place(Especially "Noble path Octavia").
- -No set definitive way to play the game was established, mainly whether the 'Choice consequences'
- should've been shown or not, that was of utmost importance, unfortunately it was either 100% or 0%,
- shown fully or not shown at all, no in between, that made things much worse, instead there should
- have been 'partial' 50% or 20% options to reveal the consequences,
- not the full specifics but small hints to give an idea of it.
- -The 'Chapter replays' that were available from the get go proved to be quite disasterous
- to a significant amount of players' ability to just "go on" with the story without
- reverting the chapters every time things didn't mete out the way they wanted.
- -The absolutetly nonsensical way the 'Divine/Theological/Metaphysical' side was referenced & implemented
- caused a massive detachment from the narrative that almost no one could relate to, and
- it wholly shattered the authenticity and the very soul of the game to its core.[See above decleration.]
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- {Final advice}: (Outside references & perspectives)
- -In order to actually bring about the perfect 'Divine/Theological/Metaphysical' rework, you need proper reference,
- fortunately for us there is but one that 'slightly' matches this game's unique setting & perspective,
- that is "Watership Down". Get Zakirov on the title and have a quick look at it, that first impression
- should prove to be quite useful in order to set the narrative on the right path.[See above decleration.]
- -The classical brilliance of the music cannot be understated, it's the solemn heart of the game, and for that there is
- a certain 'Classically Oriented Darkwave' band by the name of "Die Verbannten Kinder Evas", that I believe may serve as precious
- inspiration & perspective for dear Void Brother. You should definetly listen to its three albums Trubin.
- -The expressive quality of the illustrations must be expanded on, the emotions must leap out of the page completely.
- To meet this crucial demand, and to provide some gorgeous references, I think I've found the most appropriate reference yet...
- It's a manga called "Levius & Levius/est" it is highly reminiscent of the game's art and oozing with expressive detail.
- Definetly show Kulakov the entire library.
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- {Letter to Trubin}:
- Dear Fedor... the very heart of the game rests within you, no one can deny that,
- yet in order to achieve the sublime one must be with the sublime. At night,
- go and lay yourself besides the white walls overlooking the Tom.
- Stay there as long as you can, and only leave once you can no longer bear it.
- This is all I can do for you at the moment, but soon... soon.
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