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Re:Why So Few Violent Games? by gwern on Wednesday July 02, 2014 @07:31PM (#7980526)
I thought the same thing about Japanese games & VNs when I read

> Think about it. When modelling a conversation between two people, there’s a limited number of variables in play. How much do they like each other, and in what way? Given a few basic ways of manipulating the interaction, how does that change the relationship? These are all simple systems to simulate, so much so that we have a long history of unimaginative, sappy romance games made by genre-obsessed, cookie-cutter developers. Physical positioning can be pre-scripted, movements can be automated, and emotions are a well-understood programming domain.

Indeed. Just so.

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