A lot of writers fall into cliches because they're easy answers as to how to execute a particular event, or emotional shift, or whatever. The neat thing about writing, though, is that you can do basically anything under any constraints - sometimes it's just pretty hard to figure out how.
My good example of this from Prequel is "Aggy: Extrapolate". It was probably the most difficult piece of writing in the comic, because it needed to both move Katia from being depressed to somewhat confident, AND to work out no matter how quickly the player finished the puzzle, with the additional constraint that /every possible ending had to be equally defensible as canon/, even when they implied different histories. The final scene we came up with is pretty simple and straightforward, but finding the exact progression that fulfilled all these requirements was a very time-consuming challenge.
I'm not saying the writing is holding this current update up - that is definitely the art, and I've had most of the writing prepared for months and months. Rather, I just feel I should point out that writing CAN be very time consuming, depending on the scene or story. It's not a factor of much writing is needed so much as how unusual its demands are. >>86547417>How's this one compare to the previous game, if you're willing to say?
Well, it's not a dodging game. It's nothing that will have prizes, probably. It just needs to move the plot in a bunch of directions.>>86547536
It's an artifact from the server move! I'll get Ch'marr to fix it later.