It's kinda useless to try starting a discussion about tones in the internet, I'm just talking about game design stuff.
Then...why attempt to start one?
I didn't attempt to start one, I just though that including a tone in that post was kinda missing the point of this thread.
kinougames wrote:No, it's not a weird reasoning. Visual novels are not JUST about story. That's only half the battle. The visual part is the other half. To diverge a story as much as you claim to want it includes, on average, more writing. More writing means more art. Even if it was super easy to write a novel length story, adding extra paths to your specific satisfaction would often be akin to taking a quarter of the story, or even half the story and basically rewriting it for someone else. That stuff? Takes more art, takes more programming, takes more of people's time, which hey, they will expect to get paid for.
Probably I didn't explain it correctly, since what you just said here is very unrelated to my point. There are many games that do include several paths, with their respective art music and all. Like the Fantasia series, Frozen Essence, Date Warp, and many, many others. It's just story treatment what makes some of their endings less 'fulfilling' than the true ones, which again, is not a bad thing at all, but it would be interesting to use different methods for story telling, enjoying that VNs don't actually need to be linear like movies or books.
kinougames wrote:I have no doubt that games like you want -exist-. That doesn't mean it's cost-effective or feasible to make.
Read my previous text, I insist that it's mainly about story treatment rather than anything else.
kinougames wrote:If you're hung up on getting the exact ending you apparently seem to want
There's no such ending, I mentioned some games only as examples for some points
kinougames wrote:stop bugging game makers for doing what works for them, what sells, and most of all? What they want to do.
I'm not forcing anyone to do anything, I'm just discussing something that doesn't seems used enough, since it seems like an unwritten rule to make n good endings, n bad endings and one obligatory best endings, with n being the number of obtainable guys/girls.