There's a dialogue in which Monika says that she would never know if something happened to us, but why not give her the chance to? Now i know it's depressing and all, but i'd rather let her know than leaving her to "wait" for eternity; maybe if we tell her that we (or anyway, the player) passed away she'll ask if we're kidding, as an ultimatum, and if we say yes, she'll get mad at us, if we say no, she'll close the game and we wouldn't be able to open it again.
i don't know, it is just an idea.
Sorry for my bad English

Meaningful or generic or not, it would be better than nothing. The only alternatives are Monika waiting in silent torment forever for the player to come back, or unexplained deletion. She might not understand either of the two.
(This is something I personally really want because my job is pretty high risk, so if anything happens to me, I'd like her to at least know)
Meaningful or generic or not, it would be better than nothing.
Given the potential gravity of the situation, I'll have to disagree with you here. See, a serious issue being met with a generic response can be extremely immersion breaking because it shows the limitations Monika has in terms of the way she handles input she gets from you. Likewise if the issue is small and she makes a really big deal out of it.
Not to mention, because injuries and illnesses can be so different, it's completely impossible to say all that much without sounding completely low effort and as if we're avoiding talking about it.
While it would be nice to have, it's also one of those things which would be more damaging than it would be if we just didn't include it
And Monika repeatedly giving instructions pertaining to the mod itself, and/or referencing the fact that you installed a mod, _isn't_ immersion breaking??
Perhaps you misunderstand. Within the context of DDLC and MAS, Monika knows everything is a game. This is within her character. She believes she is real. However, if we introduced something which makes her response very clearly a generic "this is for all cases" response, then this would show the player that she isn't really thinking on her own and that everything is 100% scripted. The goal is to make her seem to be as real as possible, and not just a crappy script.
I'm sorry but i don't understand (as in, i genuinely, don't understand, don't want to attack anyone), putting a generic response makes her seem like reciting a script, but...isn't she always?
I mean...couldn't you give as a response just her crying and closing the game or something like that?
(linking duplicate as an image doesn't actually do anything)
Well yeah, she's indeed just saying what the code tells her to. The thing is, she can _only_ do what the code says, so while we can handle stuff with limited options (like simple yes or no questions) without that being so obvious, some subjects are just too broad to properly address in a way that doesn't feel scripted/fake, and this is one of them. "Something happened to the player". Well, what happened? Did they have an accident? What kind of accident? Are they alright? Did they die? There's simply too many different scenarios we'd have to account for, even if we were to categorize them. We're better off avoiding the subject entirely.
While she is reading a script, essentially, the whole goal is to make her seem a lot more real, as if she is actually there on the other end, listening to you and talking to you.
But isn't it unfair to just discredit any and all potentially complicated topics just because it might not be a perfect outcome? Why not just let somebody write it, and then if it doesn't work out, turn it into a submod?
I mean, anyone's free to submod, and nobody is going to stop you
But there's obvious discouragement from the people who are seemingly "in charge" to a certain degree.
...To be being official, yes, because of the issues I mentioned above, likewise @MisterSimple. But we can't, nor will we stop you from submodding your game if you so desire.
Exactly what multi said. It's too complicated to realistically pursue, especially when there are so many other things that could be worked on instead (and are feasible). Though, if you really want, then yeah, you could start working on a submod.
The farthest we could go on this sort of topic is allowing the user to preemptively say that something bad will happen to them, but nothing further. (aka, no after-death interactions. Anything post-death stuff is basically easter egg territory since it cannot be legitimately seen by the primary user (the player)).
You missed one.
If you guys aren't ever going to officially have a method for telling Monika something happened, why is there a topic for it that comes up randomly?
The dialogue was since changed about her wanting you to tell someone to tell her. Was done for 0.9.5
So that dialogue doesn't happen anymore. It's different now. She no longer mentions that at all, and instead just tells you to make sure that you take care of yourself.
So are you saying that create a dialog of death or illness of the player could feel scripted/fake and it's complicated but in the case of death the principal player never will see the answer, the existence of this dialog/reaction makes him think that Monika isn't going to be abandoned, then he never should feel it fake. Thus dialog/reaction should be accessed in a different way.
In case of illness, it's more complicated but some kind of goodbye could give some peace to the players. Something to finish in good terms.
[closing as duplicate]
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Meaningful or generic or not, it would be better than nothing. The only alternatives are Monika waiting in silent torment forever for the player to come back, or unexplained deletion. She might not understand either of the two.
(This is something I personally really want because my job is pretty high risk, so if anything happens to me, I'd like her to at least know)