Originally Posted by LiryFire
Curious that everyone who downloads the game these six months from February 17 to September 7 patch, will click on the kiss and see the character shake with fear and sadness.
Probably reload.
And no one will see these answers at all, for the consonant dynamic no one will see, it's forever a fear, a sadness for story.
Even DU
someone did a very good job to slaughter this romance

END GAME

One negative:
Player: I think we should break up.

Player: Let's see everything, now I'm free of my Father! I want to travel the world.
REALLY_DARK_URGE
Player: I want to see the world, with you at my side.
ORI_Astarion_State_GoingToTravel
Player: I want to live forever. Make me a vampire.
ORI_Astarion_Event_TurnIntoSpawn = False
Player: I want to sit on your lap, sipping blood from a chalice, ruling the Gate from our foul throne.
REALLY_DARK_URGE
Player: We'll start with Baldur's Gate - Let's make this city ours.
ORI_Astarion_State_TakeBaldursGateTogether
Player: Let's put our enemies to the sword!
ORI_Astarion_State_BloodyStruggle

[Linked Image from i.ibb.co]

EPILOGUE

Two neutral lines:
Player: Do you want to see the others? Say 'hello'?
Player: I'll get back to the party. Do you want anything?

Player: Is that what we're doing? 'Flourishing'?
Is more neutral, since it leads to two neutral.

Two negative lines:
Player: Freedom?
Player: Nothing. Forget I said anything.


Player: True. We are spectacular, after all.
Player: It is wonderful. I'm glad I get to share this with you.
Player: None would dare, my love.
Player: I'm sorry I kind of disappeared. I didn't mean to leave you like that.

[Linked Image from i.ibb.co]
6 patch, script, though
[Linked Image from i.ibb.co]

Feared character plot is applicable as a main plot, the game assumes that the player character understands nothing and is a victim.
I don't create victims who go for the kiss themselves.

It's been well told here from the outside here

3 negative responses for sad-Tav-victim.
10 positive responses for Tav\DU consonant dynamics. I prefer more content and creating the suitable character - ally and lover.

Why is the reaction to the kiss not consistent with most of the lines?

Want to agree with this.

Why leave positive, happy lines in the game if *every kiss* is fearful? It's so inconsistent.

If you've made a dialogue path to build a story of being happy with Astarion, one that has existed since the start of the game, trying to negate that suddenly, half a year after release, by forcing the character to not enjoy something the player does and already has for more than a few playthroughs is so beyond silly, it's horrible writing.

Honestly, end of the day, Larian has failed to make me feel bad for ascending. All they have done is irritate me as the devs (not at the character) and wish to not buy anything from them. His spawn route is not happy to me. It is depressing to me. He seems unhappy and disingenuous, and trapped in fawn response to me.

If your goal is to make AA a no no lesson for adults, maybe try to making spawn actually *feel* like his happy ending. Don't lock his "I love you" confession behind agreeing to have sex with him. Give him lines that make him sound happy to see the PC. That make him sound sure of his feelings for them. And like he actually enjoys them. Not just like his "fate is sealed".

Don't just sour the grapes of another writer with bad expressions on the PC half a year after release. AA is going to draw dark romance enjoyers. No matter how one writer or another may *feel* about the players for that. It's not the writers job to judge their audience.

You're not going to make AA unattractive to people who already enjoy him. You're just going to make your own audience dislike you as the creator for trying. And not buy things from you in the future for judging them so harshly.

Controlling what a player likes in a RP game isn't possible. This isn't a static fiction novel or a movie. This is a story built on the players personal preferences. Acknowledge their view point. That is what makes satisfying RPG writing. Making the players feel seem by integration into the game.