felicemastronzo
Devoted Member
- May 17, 2020
- 11,999
- 22,969
Taking this discussion in another direction, I think that too many adult games fall into the story trope of needing a central mystery (or mysteries) to compel the player. The problem with mysteries is that they're hard to write. Professional writers can struggle to put together a compelling mystery because of all the components that go into it. But 99% of adult game devs are not professional writers, and it shows. DPC got away with it in AL, but I think the scope of BaDIK has strained his abilities. Frankly, in AL the major twist/mystery plays out in the background for most of the game before exploding on the scene late in the game; so it was easier to hide. But in BaDIK the mysteries are taking center stage, with multiple concurrent stories. I think this has resulted in BaDIK's narratives feeling poorly constructed. I won't say they suffer from plot holes, or even inconsistencies, but they just feel sloppy. If it was just one story line, that would be one thing, but it isn't:
Does Maya's conflict with her father and the student loans make sense under scrutiny?
Why is Bella included as a LI, and will her mysterious background make sense?
Does the blackmail story make sense? Is that a realistic threat that Tybalt could cause trouble for the MC?
And what's the deal with Jill and her background? Is she the MC's aunt?
What is Quinn's plan, and how is Tommy involved? They seem in way over their head.
Any one of these story lines could probably be compelling enough on their own, but we have five of them. For some of these stories, I feel like the continued mystery is unhelpful, and that we as the audience should know a lot more even if the character's don't. The hook of a mystery makes sense, but you don't always need to rely on it, especially if you aren't able to assemble the clues in a compelling way. Instead, we're sitting here debating if the connective tissue within the stories make sense- and that isn't what you want if you're the creator. If your stories are causing people to pause and ask if this makes sense, then you have a problem. Even if logical answers are possible, the story just needs to flow without requiring players to debate about it on a forum. If assembling the story as a series of mysteries is hurting the connective tissue then you need to try a different approach.
the mysteries only serve as a network to keep the single events together, in this way single events of little significance still attract attention (Bella's locked room, the letter from MC's mother, Jill's sister, etc.)
then it's true, you're right, building a good mystery is quite easy, but closing it worthily is not at all.
often at the end of a thriller we are "disappointed", our expectations went beyond what we were shown. this often happens in this genre of games as well. but the mystery is never central to the intentions, it is only as a tool to create interest, the center of the narration is always the sentimental / sexual developments