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Do you prefer playing a VN with a Walkthrough Mod. Why/why not?

It's a necessary evil a lot of the time because apparently almost no one can write choices that make sense. Or even worse, some devs think it's a good thing to obfuscate the outcomes on purpose. It's to the point where I just started preferring KNs altogether as long as they're good. Choices are completely overrated and doesn't add nearly as much to the game experience as most people think.
 
Yep, I hate feeling like I missed out on a scene. Walkthrough is very useful, especially if you don't have the time or patience to replay the game.
 
Yes to walkthrough mods. The primary reason is that choices in VN games often don't feel well explained or reasoned enough. You can end up going places you just didn't intend to because a choice is poorly worded or has some insane troll logic hidden inside. I'd rather avoid the hassle.

However, if a game is well designed, then that changes the discussion and sometimes even walkthrough mods can be obtuse.
 
A visual novel is a story for me. I want to 'read' it. I don't want to puzzle out any complications the author may have written into it. I don't mind if it's kinetic or if all decisions but one lead to a quick end. I do mind if I don't know what the consequences are. I always play with walkthrough when there is one.
 
I like walkthrough when they make the games stats more explicit, then if the game is good I still have choices to make. But if the walkthrough just follow one storyline it's not fun. But it's more often the fault of the game for being completly linear and just creating fakes choices that will only remove content instead of creating multiple different content to discover.
 
I like walkthrough when they make the games stats more explicit, then if the game is good I still have choices to make. But if the walkthrough just follow one storyline it's not fun. But it's more often the fault of the game for being completly linear and just creating fakes choices that will only remove content instead of creating multiple different content to discover.
The point about a mod that makes stat (and other variable) changes visible is I think good, I also appreciate that. Especially considering stat increases can often themselves feel arbitrary and be poorly designed. This is often a better, more involved, kind of walkthrough mod than one that simply tells you to pick the "green" choice.
 
For me I always try without a WT. I think its part of the experience intended by the author.
Only if I do not have a good time with the game I might use a walkthrough. It generally helps in appreciating the game more.
 
Yeah, classic FOMO, fear of missing out. I want choices, but I don’t want to deal with the consequences. I want to have my cake and eat it too. In short, I’m just being greedy.
 
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I prefer games with the walkthrough mod, bc i can play without it and then replay to get the scenes i missed
 
If there's a walkthrough, I'm using it. Why? Because devs are often mentally ill and lock you out of entire routes because you picked "left" instead of "right" 20 hours ago. They don't even bother making the choices intuitive. VNs are time consuming, so I'd rather make the most of that time.
 
If there's a walkthrough, I'm using it. Why? Because devs are often mentally ill and lock you out of entire routes because you picked "left" instead of "right" 20 hours ago. They don't even bother making the choices intuitive. VNs are time consuming, so I'd rather make the most of that time.
Yes, many games have really weird solutions.
 
I'd prefer it with a walkthrough, yes. Though a lot of the time if there's a gallery unlock I'd just look though that without even playing the game.
 
Yes, cause I'm not here for the story for most of these. The majority of them aren't super captivating reads. I'm here for the goon. So show me which option gets to the sex scene yes please.
 
Given how the devs choose the most nonsensic options to close paths and make you lose a lot of good content, I always use a walkthrough.
No way I'm not gonna romance the most gorgeous character in the game just bc I didn't have bacon for breakfast. :rolleyes::rolleyes:
 
I like almost all games with a walkthrough to achieve the best route, if I wnato to play to explore the alternate routes I don't use a walkthrough.
 
There are also VN games that are simply impassable without mods, thanks to the crookedness of their creators. In this case, mods are necessary. But in most cases, I act on the principle that this is my gameplay, this is my personal choice.
 
There are also VN games that are simply impassable without mods, thanks to the crookedness of their creators. In this case, mods are necessary. But in most cases, I act on the principle that this is my gameplay, this is my personal choice.
- crookedness is a bit harsh. IMO things like that are mostly tied to inexperience or very particular vision. Most of (a)VN's i played are impassable because... they are simply never finished.:p

But on more serious note, most of "modern" (a)VNS are what i call "hidden kinetic", in other words they may present you with some choices, but those choices at best affect what scenes you will see and thats it. In comparison to classic japanese (a)VNS that had actual routes and multiple different ending this is a gigantic simplification.

As for "impassable" part... i have to disagree here too. There are really no such thing in VN's. As even bad ending is an ending. The whole gameplay of any proper VN ( not kinetic ones ) is built around finding all available content in the game. Which obviously includes "bad endings".

Now the problem with some VN's ( not just A type ), is that their authors either inexperienced or have really weird and particular vision... I can give you few examples for non (a)VN's. Untale - a VN about prince inheriting a throne during "time of troubles", in this game any attempt to hold on to power will lead you to bad end. So its variation comes down to a single choice - hold to crown and you will get bad end no matter what. Is that really a crookedness? Or just inexperionce/really particular vision of dev? Id say its second. Other example - Everlasting Summer. A game about a modern russian b-tard isekaied to soviet era summer camp. The game has quite few different routes and many endings... but "good" variations of those are hidden behind so convoluted choices, that they are not realistically achievable without either walktrough or really meticulous trying-every-possible-choice-combination type of play. And again same question - is that a sign of crookedness or just inexperience/really particular vision behind project? Frankly, i never in my life seen a VN that i would have called to be made by a crook. Unless we count modern crowdfunded indie AVNS entering milk mode.
 
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