- Personally I would consider the change from mystery to horror to be a downgrade, not an upgrade. I do not like horror, I do not understand why other people like it (although they are welcome to it if that's their cup of tea), I would never want to write it.
- Since hermaphroditic characters (for example) are already considered 'forbidden' in most player's minds, I have to present them as real people to counteract that conditioning. Xenallure is not about fetishes such as wanting to have sex with someone just because they have both tits and a dick, it is about understanding that things which initially strike you as freaky or at least odd will appear normal and even alluring (in a loveable way, not a fetishistic way) if you look at them from a different perspective. Open-mindedness is about understanding that many opinions are culturally relative; by taking a human protagonist from our culture and putting them in a world where this culture doesn't exist anymore but there are three other new cultures they could possibly live within, and also by presenting the characters as attractive to each other even if the player doesn't attempt to court them, we invite the player to examine his/her own criteria for what makes a desireable mate and think about whether any of them are simply culturally conditioned preconceptions that the player doesn't really feel.
Quote: Of course you 'created' all of the characters, because you reject all of the rest. Remember the character 5min created since the beginning? Remember those techno characters created afterwards? Why weren't they in the design? Why weren't they even discussed? This argument is not new. I had already said it several times during the project.I did not reject any characters, I repeatedly invited the people who proposed these characters to develop them further. I practically begged for people to create and develop characters because I wanted to have a variety of tastes represented in the cast, but no one except you (Estok) responded. I certainly didn't reject Frequency, I spent a lot of time helping you develop her just like you spent time helping me develop Skew. How conveniently you forget whatever doesn't support your need to argue. And how interesting that subterfuge was what you were being criticized for by Avatar God and I toward the end of the collaborative thread, and now you are being criticized for the same thing by different people in a different situation. But of course we must all be wrong and you must be right because everything Estok does is 'bulletproof'.
Quote: On the verge of adopting that new design method, you used the seeming difference in story objective to avoid a group voting. Before the voting could take place, you broke off from the projectBullshit. At that point the continuous argument and lack of progress had driven away all the members, there was no group left to vote. Your holy grail design method is not the only design method, and when I challenged you to develop a 'structured, objective-oriented procedure' for it you couldn't lay out any step-by-step procedure. That's real logical, expecting me to be able to use a method you can't even explain to me.
Quote: The idea of seeing a the main purpose of a story is to deliver a story is probably quite new. It was based on the argument over whether we should have a central idea before deciding on the characters and worldbuilding. I think she is still in the process of subconsciously adopting the view that the message of the story can be something beyond the characters and relations between the characters.
Quote: So that even though she doesn't accept in overty, the effect can still be etched in her subconscious.
I encountered the idea that a story's function is to convey a premise, or central idea, in 2003 in Chris Crawford's writings about story and mimetics, and again in Dramatica's theory, both before the dreambell thread. You are the only one who insists that the central idea must be the first step in the story creation process; others believe pulling a premise out of thin air is not how human creativity works (especially in groups) and that it is much more functional to begin designing or even write the first draft of the story first, then analyze what you've generated to discover what premise your subconscious has already put in the story, then rework what you have to strengthen the premise. I believe I explained this to you fairly on in the collaborative thread, but since you don't agree you have dismissed the idea, and since I don't buy into your particular permutation of the story I must not have learned the lesson yet. It is incredible how full of yourself you are, Estok, always presenting your opinions ("Xenallure is an ugly Frankenstein") and theories (Only the TDM can "adaquetly justify the design choices without the scale being tipped.") as if they are inarguable fact. There is clearly no room in your worldview for anybody to disagree with you or have different taste than you.
Perhaps one reason you think Xenallure is ugly is that you don't want to learn the lessons about open-mindedness and diverse opinions in peaceful coexistence that it has to teach.