The Perfectly Normal High School: A Slice of Life Quest! (Defunct)

Oh, she may well be doing everything she told us and more, but we won't know if she is the only thing making the world spin, safe for asking Father, or switching a couple of failsafes off for a week.

And Father isn't present. :whistle:
 
Plus, if the Ambernian economy crashes we can finally afford that damned phone!
If that happens, you'd actually probably be right. Phones would become super cheap.

Granted, that would probably be because, if Ambernia's economy crashes in spite of its smorgasbord of economic safety checks, social welfare programs, and worker's unions, that would probably mean the rest of the world is already undergoing Great Depression. So the prices of everything would be down, with the stipulation that that would only be because nobody has any income anymore.

Also its debatable as to whether or not the phone lines would be working in that scenario. Telecoms companies being telecoms companies and all that (Might make an Infodump about that later).

That besides, Silas is going to a festival this turn. A nationally-sponsored festival. A festival filled with booths selling sugar treats, idol memorabilia, physical CDs, themed manga, not to mention the people on the streets that will be selling things not directly related to RikuRiku to take advantage of the crowds... sufficed to say, Silas's checking account is going to feel a lot lighter at the end of this turn. I call it the "Nebulous Spending" Fee. :D
 
Just so long as we talk with Hana and Yumika. Our foremost concern right now should be making sure our friends are safe from the Foundation, including Rakuyama or not for right now. Making sure Hana isn't abducted in her sleep by shady men in ski masks is more important than Riku Riku. If Silas thinks he might get distracted, then he should get the conspiring out of the way early, because it's very very important.
 
Geh! :mad:

One does wonder how he made his collection of anime goods at home without any income source.
 
Nor am I precisely, but I find that the tropes and patterns associated with the sort of harem setup Karnewarrior proposes make for actively worse stories. A bunch of otherwise solid characters being reduced to inexplicable fawning and squabbling over an ultimately mediocre protagonist (and while he may be haplessly charming, I think we can all agree that Silas is hardly a paragon of personal magnetism) is something I find to be an irritating waste of potential, not a source of humor.

Considering the above, I'm going to go out on a limb here and say you've simply never read a good harem story then. Granted, arguably neither have I, despite a lot of time spent looking.
But if the characterization is done properly? If the girls have actual reasons for liking the male lead (such as Silas' fear and determination in spite of that fear for Shinohara), if it's shown how they actually are introduced to and grow to accept the concept of polyamory, and if they have meaningful interpersonal dynamics between each other up to and including how they deal with the inevitable jealousy? In short, if it's played for genuine emotion and realistic drama instead of for cheap humor?
Seeing awkward loner Silas realize his dream of not being alone anymore in such a way despite all his insecurities (and I agree that we still have a lot of character growth to do before that becomes realistic) would be quite satisfying, I think.
 
I don't know about them growing to accept polyamory, because that's kind of out of most peoples normal purview, but I'd agree that playing the harem for drama (not soap opera drama either, but actual serious drama) rather than comedy would be a pretty interesting "bad end" for the Quest. If I were looking for a scenario to explain "Losing is Fun" to someone, that kind of "everything explodes spectacularly" would be one of my first go to's. Everyone enjoys a trainwreck, and a game is one of few places where you can be in one without much danger. :V
 
Alternatively - and just hear me out here - we could not treat other characters exclusively as tools for our amusement with no agency or relevance outside of the PC? Just a thought.
Agreed, big time.

Eh, I am not a believer in fictional characters' rights.
On too many occasions I've done something ill-advised because it was an interesting route to take. Like revealing the Foundation to Yumika, because I was curious where she is going to take it. Or disregarding the global economy, which sadly didn't pass through.
Silas wants nothing more than to have a perfectly normal, boring life, but I see absolutely no reason to respect that wish as a quester. :whistle:
1. I used to frequent the Bay12 forums. On too many occasions, I saw suggestion games which were practically ruined by people doing something moronic just for the lulz. (Since the Bay12 forums are the primary community for Dwarf Fortress players, this happened with some regularity.) In longer-running SGs, if one pays attention, they'll note that interesting things happen when the PC isn't an idiot, and that the interesting things that happen when they are tend to cut off many of those interesting things.
2. Silas will not have a normal, boring life. One of his closest friends eats emotions. Another doesn't really exist. He knows the existence of a group which threatens his hopes of having an ordinary life. His "big sister" is an AI who is programming a "little brother," which is now lost somewhere. (Who knows who picked it up, or what they're doing with him?) The Quest has been designed such that Silas cannot have an ordinary life.
3. I personally have no problem picking sub-optimal and "interesting" options, under one critical condition: If it makes sense for the character. Take my recent vote to have Silas play a video game. Was it optimal? Frig, no! But it makes sense that he would want to do something comforting after a rough day with lots of socializing, high-tension social stuff, and almost no Big Sister. Oh, and speaking of which...
4. You may not care about the rights of characters in this quest's world, but Silas does. So does everyone around them. If we make Silas not respect the rights of other people, something will probably happen to Silas. Even if that doesn't cause any psychological issues, we do not want Hanamura having to decide between "removing" an acquaintance and preserving his own normal.

I'm with Nevill on this one. The point of playing a game is to have fun, not to win. Sometimes, winning is fun, but sometimes, losing is fun too. And the most fun one can have is when it's not clear if the strategy is win or lose.
...
I recall some youtube game design personality putting it like this: "Given the chance, a player will optimize all the fun out of your game".
Let's consider this for a moment. Why would players optimize the fun out of a game? Is it because, perchance, they want to win?
But perhaps more importantly, we need to ask what the winstate of this game would be. I'm willing to bet that people who are against voting well for its own sake will define the winstate much more strictly than the people who are for it.

For the record, I haven't been on SV for very long, and I prefer to pick the optimal choice pretty much all of the time. That being said, quests still need to be enjoyable for everyone, and sometimes the optimal choice can shut down the narrative(and the fun) pretty hard.
So can non-optimal decisions.
Let's take a semi-hypothetical example. On the aforementioned Bay12 forums, there was a suggestion game called The Warrens of Oric the Awesome. Early on, we found a strange item called the "Astral Influx". There were some suggestions of what to do with it, including "smash it," which initially won. Luckily, the GM was kind enough to tell us that destroying it would have serious consequences and allow a revote. It turns out that this was the player character's "soul star," which controlled character-switching, granted the PC various nifty abilities, and also stopped him from turning into a horrible, uncontrolled monster.
Is this an extreme example? Well, yeah. But where there are extreme examples, there are examples which are less extreme which yield a less-extreme form of the same outcome. And it brings me to another, crucial point...who decides what is "interesting"? Some people might find the idea of smashing a known plot-critical artifact interesting, others find the idea of using it interesting.

Everyone enjoys a trainwreck
No.
You might enjoy trainwrecks in general, and most people have some trainwrecks they enjoy. But there are people who don't like trainwrecks (unless they really hate the train), and nobody would be fine seeing every train wrecked. Everyone has some trains that they want to see get from point A to point B without wrecking, even if the journey isn't effortless. Maybe someone they know or admire is on it, maybe it's historic, maybe it's just an unusually awesome train design.
To some people, this game falls into that category. They continue to engage with the game not because they want to see it wrecked, or even because they want to see if it gets wrecked, but because they think the train is cool or they like the characters on it. And, bluntly, it seems insulting to want to see a train LuciDreamer clearly poured so much time and effort in wreck just because you want to see if it explodes.
Well, that and LuciD has confirmed that harems would be a pretty poor decision. :V
...They needed LuciD to do that?
But yeah, Silas probably wants a CLANNAD-style romance rather than a big harem comedy.
quickly searches TV Tropes for CLANNAD
tries to spot what makes it unique among romance stories

Um...yeah, that makes total sense...?

Weeeell... One of the things I really want to do is to see what happens if Big Sister drops the ball on any of the tasks* she has to juggle... just to see if she really is so integral to the functioning of the world as she claims to be.
She's never claimed to be integral to the functioning of the world. She just claimed to help moderate the business cycle (albeit not in such fancy terms). In other words, if she looked away too long, she might let some kind of commodity bubble burst, plunging the world into a deep recession.
It's also possible that she works more subtly as well, working to undermine the public's trust in figures or brands who she deems to be untrustworthy while boosting the social media presence of ones she deems trustworthy. Seems like something she might do. But we don't know, and we likely won't if Silas doesn't start to get suspicious of Big Sister and ask what all she has digital fingers in. (With relatively specific questions; she probably has to tell the truth and nothing but the truth to Silas, but that doesn't mean she has to tell the whole truth.)
 
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In rebuttal to that whole spaghettipost, GWG, I will say one thing.

Nobody voted to have Silas start a harem.
 
In rebuttal to that whole spaghettipost, GWG
Game winning goals? Girls with guns? Girls with glasses? You need to specify this stuff in the context of the discussion! :V

Edit: duh... Didn't look at the name. :facepalm: My apologies, GreatWyrmGold.
But perhaps more importantly, we need to ask what the winstate of this game would be. I'm willing to bet that people who are against voting well for its own sake will define the winstate much more strictly than the people who are for it.
Good question. How do I define winning in a social quest that has a character just living his life?
The answer is, 'very loosely'. But for the purposes of the argument... let's look at the quest subtitle:
Mechanically Categorize Social Relationships using Arbitrary Numbers and Statistics
The moment we have quantified our social standing was the moment we obtained criteria by which to measume our progress. So when I say 'winning' (well, it's mostly Karnewarrior who put it that way, but we seem to be of one opinion on this matter), I am talking about having success... better relationships, more friends, more money, and more of the numbers going up, up, up.

Which I feel isn't everything there is to the game. I would love to have a rival, or people Silas doesn't really get along with. I would love to have constant and known obstacles, something we would have to work around and watch out for. I would love having a crisis, and watch Silas try to overcome it. The movie night was one of the better chapters in the entire quest, and it even got us a way to connect Nanami's storyline to ours ahead of schedule! Even though it set us back a full week when it comes to socializing. Not that the players knew what the consequences would be at the time they made the decision... but if they did, would they do it anyway?

So what I am talking about when I criticize 'optimal plays' is the players' ability - or inability, - to willingly accept setbacks and complications, or risks of thereof, to explore certain storylines which would otherwise be closed off to us.
 
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Please don't fight :<

@GreatWyrmGold, I really appreciate how much you care about the story and world I've written, but you need to trust that I would never let the narrative slip to the point where it becomes unfun, or where certain plot points become irreversibly unresolved, or where things degrade to the level of some C-List Light Novel adaptation on Crunchyroll. At least, I'd never let that happen purposefully. I'll be willing to let the playerbase slip and stumble, but I would never let you all actually cross the Event Horizon and plunge. I care about this story as much as everyone else does, after all!

We're all here to have fun; and that includes me. You'll just have to trust me, I guess. :S

Also uh, @Karnewarrior, you do remember what happened at the end of Clannad, right?!?!?
 
@GreatWyrmGold, I really appreciate how much you care about the story and world I've written, but you need to trust that I would never let the narrative slip to the point where it becomes unfun, or where certain plot points become irreversibly unresolved, or where things degrade to the level of some C-List Light Novel adaptation on Crunchyroll.
Which is (part of) my arguments why players should never have to vote for things just because it would make things interesting. Which is what my ultimate point was. Which makes me confused as to why you're aiming that at me.
 
Which is (part of) my arguments why players should never have to vote for things just because it would make things interesting. Which is what my ultimate point was. Which makes me confused as to why you're aiming that at me.
What I mean is that you seem to be worrying too much about the consequence of the playerbase's choices. I am of the mind that, if the playerbase wants to pursue an interesting but potentially dangerous/trashy/awful objective, I should let them, even if those objectives create problems for me or my narrative or for Silas. If that creates a conflict - great! It would be interesting and serendipitous and I would have a lot of fun writing it.

That besides, I am not a particularly ruthless QM, even if I like to engage in some schadenfreude from time to time. And this Quest, while willing to go to dark places, isn't meant to be the kind of Quest where an absolute failure state is possible.

So if Silas screws up his relationships with everyone and is alienated from all of his friends, I have a backup plan. If Silas accidentally convolutes one of my dangling plot threads, I'll make a backup plan.

Even if Silas dies, I have backup plans. Though it won't be pretty and will definitely cause a lot of aching (And I'm going to hate myself for what I'll have to do to one of my favorite Original Characters since I started writing Original Characters), it won't be the end of this Quest, and I won't allow such an eventuality, or anything similar, to make the Quest any less fun.

Anyway, sorry if my previous post, or this one, seems standoffish. I didn't mean to offend, if I did. :<
 
That's...not at all what the argument has been about, though.

The problem as described is voters who believe they need to/want to deliberately vote for things that may or may not destabilize the situation or are otherwise suboptimal to a 'good' Silas run (for debatable measures of optimal, sure) on purpose because they believe it's more interesting than whatever would happen otherwise.

What you're saying is "of course, those alternate paths are interesting!" and completely ignoring the original point/coming down on their side and giving them even more incentive to do so.
 
I think people should vote for the options they want to vote for, rather than some extraneously derived "optimal" vote.
 
I think people should vote for the options they want to vote for, rather than some extraneously derived "optimal" vote.

I think that people are allowed to make decisions about what they want based on all available information, including judgments - however derived - regarding courses of action which are in some sense "optimal." Like...nobody is forcing anyone to vote a certain way.
 
What I mean is that you seem to be worrying too much about the consequence of the playerbase's choices.
I think people should vote for the options they want to vote for, rather than some extraneously derived "optimal" vote.
I'm worrying not about the consequences, nor about optimality. Remember how my vote for an after-school activity was "play video games," which had pretty much the least optimal consequences of any available option (short of a write-in like "openly declare war on the student council")?
I'm worrying about the logic behind votes for "non-optimal" votes. I can't abide when people use terrible logic to justify their actions or beliefs, even if I have no problem with (or even enthusiastically endorse) those actions/beliefs. When people come to conclusions through logically invalid means, whether or not I agree with them, I want to explain where they're wrong in hopes of that person or others recognizing the flaw in their logic and correcting it.

Let's take a modified version of the example I gave earlier. Silas finds himself in a dungeon, with a strange magical artifact. Three people cast votes in favor of smashing it. One says it seems dangerous and will probably have terrible consequences if used, one says Silas has seen too many anime to trust any power given to him that easily (while admitting OOC that it's probably a bad move), and one says that it could be interesting. I only have a problem with the last person's logic. (And for that matter, I don't have a problem with it if it's paired with a better reason, e.g. "It's what Silas would do and it could be interesting.")

Have I made myself clear?
 
Okay, fair enough. I guess I misread what your main umbrage was. Yes, you've made yourself clear.

I apologize for butting in without having a proper understanding of the arguments being presented. I'm a bit defensive of the playerbase, I guess, and, thinking about it some more, it is clear to me that my opinions are very biased in favor of people like Karne and Nevill. Knowing this, I'm just going to let this debate go on without me. It's probably better that way.
 
I mean, I probably won't participate. When I seek out arguments, I usually go to one of my friends, who are both libertarian, where I am socialist.

Then I'm done arguing for a good month or so. :p

Instead, I'm just going to wait with bated breath for this next update. I wouldn't worry about word count on this one, LuciD. I'm quite sure we're all going to reread it like six times anyway. :)
 
I made my thoughts comprehensible to others! Success!
...Wait a second, now we're out of things to talk about until the next update...
Gah Someone quickly think of something!

Uh

Is Nanami really worth saving? i'm Sorry Nanami.

She might claim that she's a longtime friend but that is from a different timeline (This is also true of big sis Reina). The exact things she experienced likely clash heavily with the event that led us here. We've already seen this happen upon the escape of the movie night.

Then comes the question of how we could even force such a change to all these lines. Without pissing of Hanamura or the SC.
 
Is Nanami really worth saving? i'm Sorry Nanami.

She might claim that she's a longtime friend but that is from a different timeline (This is also true of big sis Reina). The exact things she experienced likely clash heavily with the event that led us here. We've already seen this happen upon the escape of the movie night.

Then comes the question of how we could even force such a change to all these lines. Without pissing of Hanamura or the SC.
Do we need to change the timeline to save Nanami? If we don't, I don't see how Nanami could not be worth saving. She's still a person, after all.
[snark]Besides, she has Silas's cell phone.[/snark]
 
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