My reasoning for making it episodic is that there would still be the same amount of scenarios as if they had made it in one whole game, but some would be able to be more streamlined. I this may not make sense, but the the main reason I am trying to champion this idea is because for me it really seemed to work in a series of games I played. It seems like nobody else has played that game on this forum, so I understand that I it is difficult to see why it might work, especially since the only reasons that I am giving have been vague at best.
I mentioned that the way Majikoi S gets around the lack of a transferable save system by having simplified routes that are a continuation of the main routes from previous game. These while I say they are simplified I mean in comparison to the common route, which is much longer. The "simplified" route still covers the day to interactions, it just streamlines it to the scenes that involve the main character the and character whose route you chose, as well as their close friends. The other routes are full sized routes.
For example if they used this same set up in this game, if you you chose the route that was a continuation of the Serena route it would focus more on the student counsel, and the classes you shared, and the interactions with your friends. While I understand this pretty much sounds exactly like the regular game the difference would be that it not cover events that didn't involve Serena. This may sound like a bad thing to a lot of you, but from my experience, if a route goes on for too long it becomes harder to keep it interesting story wise.
I feel like if they don't use this method then there will probably be people who will would push for break up scenarios or cheating scenarios, so they can pursue a character that comes in a later in game year, and this would would drastically increase the workload.Statistics: Posted by lonefool — Sun Jul 17, 2016 11:50 am
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