August 21, 2020

'Kok Blocked

Several fans asked for an update on Bangkok timings. I planned to post this report on Wednesday, but my draft of it sparked a lively discussion in the dev channels.

That discussion made me realise that I haven't been clear enough about how the MFAGA plan impacts Bangkok. It’s critical that patrons understand the situation so they can make fully informed decisions about their continued support of the game. 

This project isn’t entitled to your money, and I want you to always know the truth about where the development is at.


The obvious bit
The MFAGA plan aims to streamline the game’s structure and design so that we can add new story content (i.e. Bangkok) faster.

We are currently working on MFAGA – not Bangkok – and the longer MFAGA takes, the longer it will be before we get started on Bangkok.


The not-so-obvious implications
(These were obvious to me, but I think about this project all the time and in detail.  I now realise I didn’t lay this part out clearly enough.)

Making big changes to a critical system (like the avatar) breaks any existing scenes that use it. 

It’s not possible to make the existing scenes work with the new system, without going through those scenes and adapting them one-by-one (which takes time).

This means that we have a decision to make about every scene currently in the game:

Either update it (so it stays playable)
or cut it (to speed up MFAGA)

Here’s the dilemma:

  • The more we update, the longer MFAGA will take (because more work takes more time).

  • The more we cut, the more generic Bangkok will be (because if we cut decisions you’ve made about your character from the game, they can’t affect the story in Bangkok).


My intention
As part of MFAGA, my plan is to cut some scenes, and update others.  

I want to cut scenes for two reasons:

  • This is how we streamline the story and streamline the backstory, two of the key MFAGA objectives. Cutting the flabby scenes that confuse the plot will speed up the writing overall (because coherent, well-plotted scenes are faster and easier to write)

  • Every scene that’s cut shortens MFAGA and lets us start implementing Bangkok sooner

But I want to update scenes that meet certain criteria:

  • Scenes we really like (e.g. Miss Wet T-Shirt) should stay in the game

  • Scenes that are critical to the main plot (e.g. the mission briefing) should stay in the game

  • Scenes that let the player establish backstory facts about your heroine we can use later (e.g. if she was a rock chick or a nerd in her teens) should stay in the game

My expectation is that these updates should be fast (because we’re editing, not rebooting, and lots of the existing scenes are fine – Miss Wet T-Shirt is fine, the briefing is fine, the university graduation scene is fine – a lot of scenes just need a quick technical pass to make them run in the new low-maintenance code).

But each scene we adapt will take time and I’m not exactly sure of how much time yet.  (That should become clearer to everyone over the next few weeks.)

Here's broadly how I’m balancing the update/cut decisions in my mind:

  • Character creation: update. (Not optional, the game doesn’t work without a character)

  • Lifepath (upbringing): update. It’s only a few screens, and it lets the player set some important backstory flags. But: temporarily cut this to one nationality (UK) for speed, the other nationalities to be restored by team/community writers later

  • Lifepath (university): update. Important backstory, and the Kink Vignettes are hot

  • Lifepath (agency career): update. Without this it feels like she’s not really a spy. But: fix the heroine’s age, so this section becomes less a “career sim” and more a few passages describing her training and selected postings

  • Mission briefing: update, it's crucial to the plot. But: cut the boring green screen session, and cut the flab generally to make this section pacier and tighter

  • Operation Lioness: update. Keep Miss Wet T-Shirt (the best scene in the game so far). But: cut the boring stuff (like waiting around in the clubs for the contest to start). Consider cutting Corinthian and/or Cathouse for speed.

  • Dubai:cut, there’s no plot reason for Kate to be here, and shoehorning it into the story causes a lot of the flab and delay in the mission briefing/LIONESS parts

  • Bangkok: now starts immediately after Operation Lioness.


Dissenting opinion
Several team members said they’d prefer to update the character creation, then next create a standalone version of Bangkok (with no backstory – i.e. you’d create a character, then immediately jump to the audition scene in Bangkok).

Then we could later reinstate the missing scenes, then join everything together.

We’ve been discussing this back and forth since Wednesday, and – while I see the logic and the attraction of this (and also how popular announcing this would make me) – I don’t think it’s best for the project.

I think that a major cause of slow development was my reluctance to grasp the nettle because I didn’t want to disappoint everyone by announcing a delay.  (Ironically, this meant we didn't address the strategic problems causing the delays, so by trying to avoid disappointment I ultimately caused more disappointment.  I was working hard when the project desperately needed me to work smart).


What's next
This isn't the kind of thing I can throw out to a team or community vote – the decision's got to be on my head and I've got to do what I think is right.

And I'm sure we're on the right path now, and that the next few weeks are going to transform the project.  We're close to establishing a steady release cycle, created by a team and a community empowered to work together in a completely new way.  

And that's why I've got to stick to MFAGA as I imagined it.  The first two tasks I wrote in the MFAGA plan [page 3] were (1) update the lifepath and (2) update LIONESS and make it run into Bangkok.  That was always a critical part of my plan (although I now feel I didn't draw enough attention to it) and I intend to see it through if that's possible.

But you don't have to support the plan.  I've always faithfully done my best, but I've made many mistakes along the way, and if MFAGA is too much for you to take on faith, I'll completely understand.

Okay, that's it – sorry this post was so long, but I wanted to be totally clear with everybody.  Please discuss here and on Discord – I'm going to get some R&R over the weekend (that fucking eye twitch thing from last week still hasn't gone away so I've got to get away from the screen for a while), but I'll join in on the comments here and in Discord to answer questions this post raises.

Comments (20)

J
JP · August 24, 2020

Dropped my pledge from 5 to 1, with the potential to go to nothing if this current train wreck continues. If the story hasn't progressed before November rolls around I'm sorry but I'm not just going to keep giving you money for nothing.

C
Crushstation · August 24, 2020

JP, I truly appreciate the support, but if that's the way you feel I'd rather you dropped to 0 now, and support it when you feel like it's back on track. I don't want anybody to feel like they're giving me money for nothing.

C
Cofi · August 22, 2020

I'm as afraid as the next guy that you are just looking for another excuse not to do Bangkok. Maybe you are afraid that we will all run away once you pack out the weird stuff or something (I won't). But I also think you are finally moving in the right direction again. Not adding another Pre-Bangkok scene, another system, another requested feature. Over the last years the game has accumulated things that in retrospect add little to the game but the burden of maintaining them. That's natural, and cutting or simplifying them is the right choice to regain momentum. I just hope that once you have that momentum you use it to get straight to Bangkok, not to run another lap around the introduction.

C
Crushstation · August 23, 2020

I'm actually afraid you'll all run away *unless* I get to the weird stuff, you've all been very patient with me. :-) You are so right about the project being on the right direction. From my perspective it feels like we're in a totally new phase, I'm really excited about it and I'm sure it's what has been needed for a while.

E
Enrico · August 22, 2020

Boh, as long as it gets you to produce variable content *quickly* and doesn't need that content to be dumbed down.. and since you are there updating and the system is now designed to easily add content (right?), you can try add some options to the Miss Wet T-Shirt MCs that couldn't get to the first place (or want to be there :P)

C
Crushstation · August 23, 2020

Y'know one of your comments to this effect, while I was trying to make Dubai work but failing, was one of the first big cracks in my armour. MFAGA is partly your fault but thanks Enrico, it's the right thing to do :-D In theory yeah while we're updating scenes we can clean up narrative while we're cleaning up code; the only reason I don't want to say "hell yeah" to this is that I don't want to get bogged down polishing scenes that are basically good (and Miss Wet T specifically is a good scene in general). That said, that particular sequence has some of the dirtiest code in the game (mostly around the randomly-generated female contestants). It would be faster to actually write four consistent NPCs here than to recode an NPC contestant generator, so we probably will tighten up the narrative at least a little bit here. I'll post an update when we're getting ready to attack it.

h
hornguy6 · August 22, 2020

Something made my earlier comment disappear, so I'm going to type it out again. Creating a good foundation for the game to be able to easily make content moving forward is important and certainly not a bad thing. However, the reason why it is concerning is because you are constantly reworking things. This is a post from almost 2 years ago exactly: https://www.patreon.com/posts/20286517 Do you notice how your plans from back then are almost eerily similar to what they are currently? You've been caught in an endless development and feedback loop these last few years. You've just been working and reworking your foundations over and over because you've been dissatisfied with it yourself. You talked about how the character creation variables were too complex to use but the truth is that you never used a single one of them for a skill check of any kind because you never got to a stage in the game where they were actually implemented. The worry here is that we're going to be back here 2 years from now if/when you say that you are unsatisfied with the current foundation of the game's system and you end up reworking it again. And that's not an unrealistic hypothesis because this is not even the second time this has happened. If you really are going to start over, you need to do it properly. Build a pre-alpha. Go all the way through and complete something that works without any bells or whistles. On your discord in the fa-discussion channel, there was a great message about this written by Wildtexan on August 01, 2020. I suggest looking at that. And I really hope you actually get to the core gameplay of your game at some point.

C
Crushstation · August 23, 2020

If you keep posting challenging things I'll have to keep deleting them...just kidding, and thanks for retyping this because it's important. Your point's valid. I think your diagnosis is right, we need to strip down and build a faster leaner version that works, and build in the width later. This is essentially what I'm trying to do with MFAGA – strip out the stuff that is dead weight, and build a simpler more confident story. (As a patron put it recently: accept I can't make Skyrim, but I can make Mass Effect.) Your post reminded me of an old rock song. "If there's a new way/I'll be the first in line/But it better work this time."

A
Anand · August 22, 2020

So, no Bangkok this year. Maybe next year, although I am sure by then you will find a way to iterate again by then. I'm not disappointed because I haven't seen any indication that this project is going anywhere. I do appreciate your honesty but I do think you're prioritizing the engine (once, again) at the expense of the game.

C
Crushstation · August 23, 2020

I get why you think that (and fear of not being able to address that criticism is honestly one of the big reasons I was desperate not to make the big changes we're currently working on). Is your concern that I don't *want* or *intend* to move the story past Oceana? Maybe there's an issue here I could explicitly address in a dev post?

J
John Jameson · August 22, 2020

Reposting this next bit from when you originally posted your plan: “I'm gonna echo a lot of what people are saying here and that it's better to move forward with your story. Take these great ideas and ways to streamline your development and push it toward the main story of the game. Let's just call the current game a prequel and retrofit it to the new engine and story later.” Instead reworking old content, add the choices from the old FA as part of your character creation. This way you can move forward with your story and also keep the old FA as a prequel that drives character creation of FA part Deux: Bangkok. This builds the variables you need when you integrate and you won’t have to revisit the past. Your current build of FA is great, you wouldn’t have the support that you do if it wasn’t but it’s time to move forward. You have to accept that you built a great game even though under the hood it’s flawed. No one sees those flaws but you. Take a step back and realize that reworking old content would make the game marginally better whereas new content is substantively better.

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Anand · August 22, 2020

If he doesn't rework and play with old content, then he will have to make progress and for some reason, he is completely opposed to progressing the plot and story. In fact, he's now talking about thinning the existing plot and removing "features" as "development progress".

T
TheDrTelos · August 22, 2020

A fantastic project update. I feel as if I am looking at a report from a PMP cert holder. Some light comments from a layperson: I personally support because I am interested in the content of FA. I do not mind the project taking longer to be delivered as long as the promise of the content I want remains at the end. I do however, note that projects requiring continual funding must strike a balance between maintaining continual interest, and thus funding, and delivering "ideal" product. I will continue to support regardless, but I do suggest considering whether it is time for interest maintenence beyond a fantastic, but by-nature sterile, report. I can only speak for myself, but I have the impression that I have not seen any "tactile" updates in a notable period of time. While I understand that the game itself might not be a satisfying demonstration of the hard work you are putting in, due to the nature of the current product backlog item(s), some alternatives might be artwork or in-development storyline teasers, something content-focused and exciting. I hope this helps. I am not a project manager myself, and would not be surprised if this is either already well known, or subpar, ill-advice. Just my attempt to submit some thoughts. Good luck, and thank you for your work.

C
Cofi · August 22, 2020

There's a recent artwork sneak-peek of the character creator for operator level backers. The UI looks great, and I think as soon as the rough corners (or round hips?) of the new character model get worked out we will see some juicy updates

N
Notalie Portman · August 21, 2020

I have never had much interest in the Dubai stuff, so I don’t mind it getting cut.

C
Crushstation · August 23, 2020

Yeah, it's hard to make a scene interesting when it isn't relevant to the plot. I should have cut it forever ago, but I tried too hard to keep it just because it existed

K
Korofel's Creations · August 21, 2020

Hey man, I've been supporting this project because I think it's excellent and I trust that you know what needs to be done to get it right. Move forward with your plan. I personally will continue support regardless. Also, I gotta say you're one of the developers I follow who is more communicative and I love that. I've always been the kind of person who can patiently wait as long as I know what's up from time to time. Keep up the great work fam!

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Crushstation · August 23, 2020

Thanks Connie! If we get this next part right then you won't have to be so patient between releases :-)

P
Patternless · August 21, 2020

You have a plan. Stick to it and move forward. Hand wringing only creates doubt and more delays. I'm behind you.

C
Crushstation · August 23, 2020

Thanks Patt, I appreciate it