I'm not sure how to answer your question. Just to be clear--you don't have to agree to get emails to play the complete game and get to the end. Your answer to the question doesn't have any impact on the outcome of the story--just on my enjoyment of it. Perhaps it won't even bother most people, it just bothered me personally.
I think it'd be much better if it was a request from Taylor to send you an email if he OR HIS FRIENDS ever needed help again... then the marketing emails announcing Lifeline XII can be from Taylor's perspective and everything is kosher.
The first and second time I got to the end, it all went pretty quick. On my third replay (in slow mode), I'm making some other choices, and wow, there is a ton more to do, a lot more interaction with others on the ship. It's a lot less linear than the first story--I'm getting a much more complicated story. Since I've already gotten the "best end," I still know where I'm headed, but it's still interesting going through it again. I would definitely recommend that folks give this a try. It's so good to have Taylor back!
Yeah, I really hear you guys about the tone of the email request at the end of the game. We've been discussing it quite a bit and we're going to take a look at it again on Monday. Really appreciate your feedback!
Yep, we're making revisions to that sequence based on you guys' feedback. We still want players to be able to sign up for email updates (of course it's not required!) but it will be presented in the Lifeline system voice instead of as Taylor asking for your email address. Thanks!
Walking/sleeping-etc Is there anyway to speed up the parts where Taylor is sleeping walking etc because it kinda ruins the game having to wait so long!
Is there anyway to speed up the parts where Taylor is sleeping walking etc I'm new to this game and waiting so long kinda kills it when you get into it. Thanks
It's a game played in real time, so anything the player does is how long it should actually take. However there is a way to skip these waits, if you reach any ending to the game(including death) then you unlock fast mode which skips the waits. I feel that fast mode ruins the game because the game only takes a few days to complete. Lifeline isn't meant to be a game you sit playing for hours until you beat it. It's meant to be a game that you start something then throughout the day you come back for a minute or 2
Can you try to make a hard game? Where almost every descisions you make will have some impact in the outcome in the story? I've noticed that most things you do only have an impact in the next few descisions and it's not a hard game. Can you try to make an extremely hard version of this game? That would be great. I'm a big fan of CYOA games(chose your own adventure) thanks
Lifeline fan forever. I don't even care how long they take to come out or how long between sessions. Take your time, keep making them good, deep and emotionally engaging. You make great characters that I long to see and interact with again. Even the waiting makes them seem more real. I'm a writer myself, and you'll always hook me with a character worth caring about.