![]() "At the core of the entire game is the question of trust," Short says. Whodunit?Ī murder mystery slots into this quite neatly. This has also allowed Failbetter to explore and reveal different sides of these characters, and what might change depending on who they date. These characters aren't just waiting around to fall in love with you, and they could be just as happy with someone else. They aren't all open to every kind of relationship, so you might end up falling for someone who's not actually interested in anything committed and long-term, like Milton, a devil whose longevity means he's never going to be interested in marrying a mortal human. Just as you can define your approach to romance, the cast of potential love interests also has some agency-they aren't, as Short puts it, a "menu of characters, all of whom would love to get with you, potentially, if you do and say the right things". So we wanted to make that space for them." "We wanted to support that as well," Short says, "because we've had a lot of experience at this point, hearing back from players about how they want to be able to inhabit the game worlds that we're creating. Some of these relationships may be explicitly sexual or romantic, gay or straight, but Failbetter also wanted to let people play matchmaker, setting up their friends while they remain asexual or aromantic. We wanted to build something where we were going to allow for a number of different ways of connecting with other characters. "But we wanted to build something where we were going to allow for a number of different ways of connecting with other characters." "Some of this ties into what our other games do as well, who our audience is, what we've kind of learned from working with the players who play Fallen London and the Sunless games," Short notes. This is indicative of a game that's interested in presenting a broad view of romance and relationships, free from the expectations of Victorian society.
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