A man dies — one of those mundane yet unfortunate deaths, like a mine cave-in or an accident with the plow — and finds himself in a dense forest aflower with fine cherry blossoms. Sunlight filters down through the canopy, but there are no shadows; the trees are thick enough to be impassable, but floating blue flames hanging in the air mark out a path. Seeing little choice, the man follows the dancing flames and happens upon a glade in the forest.
From the other side of the clearing, he sees someone approaching. It is the trickster god Keros, immediately apparent by his vulpine nature, nine tails, and the bow slung over his shoulder. As the Trickster comes closer, it becomes apparent he is heading for a chair and table which had not been noticed before, but seem to have always been there, as objects are in dreams. The deity sits and takes out a large scroll from under the table, unfurling it and poring over its contents.
"Ah, yes, you have lived a middling life, I see. Not good, not bad, but more on the side of good with a heavy dose of self-centeredness than anything else," he says. "That is about average; to be honest, I'm not sure why you're falling under my jurisdiction, but things are what they are. You were of reasonable intelligence, so you and your ancestors did something right in previous incarnations. This means I can offer you a choice."
The Trickster claps his hands, and two shoji screen doors appear in the air. Rolling up the scroll, Keros steps between the two of them, and gives the man a deep, respectful bow.
"Allow us to begin with the first door. Behind this door lies an easy existence; your job will be to raise butterflies. You will have a large greenhouse, and each day you must collect leaves with eggs on them before placing them in incubation trays. Then, when they hatch into caterpillars, you must feed them leaves that you grow. When each caterpillar forms a chrysalis, you must relocate it to the hatching chamber and wait for the metamorphosis to be complete, then release the butterfly after its wings dry.
"You will live in a grand, luxurious mansion. Your job will take about three hours a day. You will dine at a fine restaurant for two meals, plus takeaway for lunch. But, the butterflies you release will fly upward out of the greenhouse and into infinite empty space where they will be destroyed. You will watch the results of your labour vanish into meaningless nothingness before your eyes, every day.
"Now, for the second door. You will live in a small stone hut on a medium-sized island with rocky soil. Here, you will labour in clearing the land and planting it with the only crop that grows on this island, cabbage. You will survive on cabbage and the meat of an occasional goat, if you can bring down one of the wild ones that range the island. It is a hard and grueling life.
"On this island are deer who love cabbage. They will not take it of their own accord, but whatever you bring to them, they will eat. You will not be allowed to eat them, either. But you will be able to observe them and the effects of your care upon them."
The man becomes aware of a sensation that through its contrast to what he had been experiencing, reveals the shift in sensations that has occurred after death. He has not felt alive, but upon this decision, he feels more like he did when he was alive: a kind of trepidation mixed with hope, a sensitivity like cold air across his skin coupled with the loveliest, most carefree night. And yet, this choice is hard. The answer is obvious, and at the same time, it is not. He likes fine restaurants and large houses. The void, however, that is the thing. He thinks hard and gets nowhere.
As he gives up on the decision and on himself for being too useless to make the choice, a memory comes back to him. His first daughter, with her first doll, which some years later had become ripped. He had taken it and re-stuffed it carefully, then mended the rents with rough twine he kept in the storehouse out back. Then he gave it back to her, not having told her what he was going to do, and observed to his surprise a look of ineffable joy on her face.
Keros is watching him. "I see that your decision is made," he says, giving the man another bow. "So it must be. Good luck, and perhaps I will see you again soon."
***
***
When I was first concepting Kinu roughly two or three years ago, I didn't really know what I wanted to do with her. I had the vague idea of tweaking the noses of all those who would inevitably want to do the whole incest thing, plus I wanted to follow in the general direction Helspawn had originally taken and surpass her in most, if not all, aspects. She's obviously grown a lot since then and into her own thing, but that was what I had at the point.
Back then, too, I was writing up what would eventually become Gwyn and the nursery, and the boss-man and I were having a conversation about what role the Champion's children would play. In TiTs, what you more or less get is getting droned back to the nursery, followed by some interactions depending on writer support. The boss said something back then that stuck with me -- that while the player character's children are kind of on the side in the predecessor game, here there's more of a meaning to the nursery. He said something along the lines of "if you have kids, you need to go out and fight for them, because if Kas screws over the world there won't be a future for them". Sure, that's all good and well, but you don't really get that feeling if they're just numbers on a screen; there's got to be interaction, there's got to be emotion and meaning.
So fine. I had a companion who had a breeding fetish; time to make one of the children stand out by making her into an actual character.
I'm not going to say it wasn't tricky; putting a child into what's at its heart a smut game is always going to be iffy. Looking back at characters like Aurora, it's very easy to stumble in upon unfortunate implications. Still, with the way things were handled, I think this came out excellently -- your daughter has a nice safe place in which to spend her childhood away from the horrors that are happening in the outside world, plenty of fresh air, and (I hope you made) a big family for her to interact with. With the exception of her mother, who is careful enough to make sure the children are absent before getting up to any hanky-panky, there's absolutely nothing that might result in unfortunate implications in the Astral Plane.
With
that problem solved, it was time to set about endearing the fluffball to the players. There are a bunch of ways I got around to doing that, but the most important one is investment in the character -- the player should put love and care into said character and then be allowed to observe how said care (or not) changes the character in meaningful ways. These changes should be spread out over the long-term, hopefully gradual, and with a curve to get people to understand the mechanics but also require heavy investment in the later stages.
Since the current bevy of content is somewhat cut off at the knees with me awaiting the Frostwood, Kiyoko actually illustrates this loop better: the player is encouraged to invest in her by giving her kits. The number of kits per stage doubles each time. Her appearance changes (I have DCL to thank for his insane insistence on drawing all 24 busts for her), her talk topics and sex scenes change, more events become available, her disposition improves, etc, etc, etc.
In the same way, when I'm able to finally get to Kinu's adult content, you'll be able to see the final fruits of your decisions in raising her -- how often you talked to her, the gifts you gave, the choices you had her make. The payoff of the investment must be impactful; you guys as the players need to feel like your choices made a difference in preparing her for the content to come.
Back in the day, I really loved Harvest Moon, and A(nother) Wonderful Life was one of my best-loved titles despite all its other gameplay flaws. The story revolved around your child, who despite having certain genetic inclinations depending on who your spouse was, nevertheless was influenced by everything you did around him/her. Just talking, to giving gifts, to showing him/her things and taking him/her places, so on and so forth bumped them just a little towards this ending or that. Long before the game ended, though, you could see the changes in their attitude, hobbies, speech, etc, and get the feedback your kid was giving you through every step of their lives.
I'd have loved to recreate such an experience with Kinu, but juggling all those outcomes and variables would have been hell for me, and I'm not THAT good. As far as my skills and organisation in wrangling game states allow, I can only really provide a watered-down version of that experience, and even so, feedback so far has been encouraging in that even this shadow of a raising sim is producing the desired effects in most people who engage with the content. People have told me that they want to make the world safer for mother and daughter alike, which is all the encouragement I need.
I
really want to continue Kinu's storyline; it's one of the top priorities I have once the underlying foundations are in place for it to go ahead. I want to have all of those seemingly innocuous decisions and choices in bringing out different facets of the same person come to the fore and be able to bring all those to fruition. The story is far from over.