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I played through the new update for a few hours and this is my idea about the random events. 

I'd love to see longer story events that extend over a few weeks, and maybe have several options which branch off to other options that will appear later on. For example, the cult story was really unique lmao. But it ends so quickly... I chose "cease and desist" and everything stopped there. Why not choose "cease and desist," but the cult doesn't listen, then a few weeks later a related choice pops up, such as "The cult didn't listen to you and in fact has started sending one of your idols creepy letters. What will you do now? A. Monitor the idol's mail or B. get the police involved" Like... all the stories now just feel very low-stakes and repetitive. Worst case scenario, you maybe lose some influence with an idol and a few million dollars (which is nothing in later gameplay.) It just feels like rolling a dice, rather than actually being immersed in a story about idols.

I'm just a little worried about the finished gameplay being repetitive. This being given 1 choice for 1 event seems like it'll get somewhat old unless there's like 100+ random events with higher stakes. Although this gets me wondering whether Idol Manager is supposed to be more of a board game with cards and dice, a visual novel with emotions and real stakes involved, or a mix of both... hm. I'm very excited to see where this game ends up, and hope you have lots more content planned. The game gets richer with each update and I think most of us wouldn't mind waiting longer for a better game. 

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Personally I want to see events where you have no choices but to outright fire the idol or get a contract blacklist where your business proposal failure rate jumps up considerably and actual fanbase loss. Or hell even a chance of critical injuries from events. Create sense of anxiety and risk that comes with the industry that isn't just a couple of scandal points and a ding on your yen earning.

Another worse case scenario idea is to for STAFF in trouble or help you out, no longer just about your pretty girls up front but your talent in the back also has their own wants and needs. A music producer who decides to double dip despite a non competitive clauses forces you to either let him get away with it putting upcoming singles at risk of losing fans because both songs sounded the same to a choreographer who's provocative choreos (ala Stellar's Marionette) gets your stuff not approved for tv music videos, costing you buzz if you had a PV with it. 

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Yeah, we're working on a proper story plus a bunch of longer substories

The idea for the final game is for you to play through the story mode once or a few times, and if you still want more you can play the free mode (which is pretty much like the current beta) where you have these random events to break the routine

Amazing, I can't wait then :)

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“Although this gets me wondering whether Idol Manager is supposed to be more of a board game with cards and dice, a visual novel with emotions and real stakes involved, or a mix of both... hm.”

Sorry, I know this post is weeks old, but this was really interesting to me and got me wondering about how different people play this game... To me, it’s neither of these: There’s no plot, or more importantly, *literary narrative* (ie no prose, no setting description, time progression within the plots, etc.) to speak of so it can’t be a visual *novel* (Unless we’re taking base components like “has anime visuals and textbox options that influence relationships=VN, but then Telltale games/Until Dawn etc seem much closer to being a VN than this game despite lacking the anime aesthetic)

It’s also not similar to a boardgame to me: at least not a casual one. The events do feel like something you might get in tabletop RPGs or games like that, but some of the mechanics, though honestly very nebulous in function (Opinion, appeal, etc.), are too involved and too prevalent to lend itself to being like a boardgame to me.

In my view, the game looks like a tycoon/management sim game, plays like one, etc. And that’s why I cautiously eye the promise of a story in the full release: I guess I’m slightly worried because the game has the ingredients/makings for a great idol management sim, but I feel it still hasn’t fully realized all it could do: If the story turns out to be just okay at the sacrifice of a game that has more to offer in the way of more challenges/things to do after you start making 20million off of each single released..... Would that be worth it if this game *really* feels like an idol management sim, not a idol visual novel? I guess I’m apprehensive because in SimCity, Civilization, etc., questions like “wait, why ARE we the mayor of this city? What’s our work history? Who are the settlers I’m directing? Who are my advisors?” and so on AREN’T pertinent questions because the game isn’t about lore and following story beats, it’s about building a powerful city/empire. Similarly, right on the box, Idol Manager is a management sim about building a great idol agency: So I do kinda worry when I read Fujimoto’s intro with the shadow figure, as I’m thinking, “wouldn’t frequent story breaks like this dampen the experience of someone who wants to manage idols directly? And wouldn’t the hands-on management portions of the game be a drag to someone who wants to play a VN about an idol agency?” It’s to the point I audibly groan if I forget to turn off the intro dialogue upon starting a new game, lol.

I guess I’m in-line with your last thought: I would not mind waiting longer if the devs want to deliver a better idol management sim that the game already promises. *But* I also hope they consider that taking longer to devote time to strictly working on a *story* might not necessarily make the game stronger, when at its core, Idol Manager shows all the signs of a management/tycoon sim that really doesn’t necessitate a plot. (Especially when some design choices kinda clash with the game, for example, one I’ve hit on a few times is that you’re managing an idol *agency* with only one act, that can only release one single song at a time with a maximum of 15 girls, yet you can hire as many girls as you want even though you’ll have little for them to do and no way to organize/group them in-game for convenience, linking back to the first problem of having only one group that can release only one song at a time with a handful of girls.)