Not quite true. If you marry him in multiplayer his dialogue with the other players still implies him to be depressed and alcoholic. The fact that beer and any other form of alcohol is still among his favorite presents is another indicator.It's pretty obviously mud, I don't think there's any indication or reason to believe it would be human waste he's tracking through his room. Additionally, contrary to what many believe (through some sort of Mandela effect), he doesn't actually revert back into alcoholism when married, and doesn't even have suggestive dialogue for it unless you get him into low hearts.
If you’re a recovering alcoholic, you still enjoy your favorite poison, even if you also hate it. You just hope people don’t tempt you with it, but the brain will still fire signals at the scent if it. Just like someone who’s given up cigarettes may still get massive cravings and want them.The fact that beer and any other form of alcohol is still among his favorite presents is another indicator.
Dude, I was an addict before. And if a friend of mine would gift me cocaine, I would be pissed.If you’re a recovering alcoholic, you still enjoy your favorite poison, even if you also hate it. You just hope people don’t tempt you with it, but the brain will still fire signals at the scent if it. Just like someone who’s given up cigarettes may still get massive cravings and want them.
You need a robot vacuum cleaner as all the pets shed fur constantly.I've known a number of people who are hoarders - including my parents. So let me just say, I appreciate Shane's room, because I have seen worse. A few minutes and you could pick up the trash and mop the floor - and he probably does that periodically, because otherwise the heaps of stuff would be much higher. It's honestly not that bad.
Also, even if I didn't grow up with the mentality that I need to save everything in case it can be reused, I have rabbits that kick hay everywhere and constantly shed fur. Look, I keep things sanitary, but I know when I'm defeated. The moment I sweep it all up, they come and investigate the fresh pile of hay and start scattering it again.
Those are simply aspects of game function rather than having intended meaning behind them for his character though.Not quite true. If you marry him in multiplayer his dialogue with the other players still implies him to be depressed and alcoholic. The fact that beer and any other form of alcohol is still among his favorite presents is another indicator.
Both points dont matter. As you said yourself, it could be implemented. And in case of Shane it absolutely should, since addiction is a serious matter. But it isnt. As it stands, Shane is still an alcoholic.Those are simply aspects of game function rather than having intended meaning behind them for his character though.
1. Yes, to other players with low hearts with him he will seem like he hasn't changed because, well, he hasn't. That's just how the game works, it may make sense to have universal change relative to the player with the highest hearts with him but that could mess up other friendships and would be weird to implement, not to mention a lot of effort. I don't think it reflects in actuality on what the character and arc changes about him.
2. Same applies for the second point, sure, you could take it like that, you could also just take that from the much more realistic game developer standpoint and see that literally none of the npcs ever change their gift taste as that just isn't a mechanic that's within the game. Could it be done? again, yes, but the fact that it hasn't been done or won't be done isn't purely indicative of that being an intentional feature or meant in any way.
They absolutely do matter, just because they could be added, and regardless of if they should be, it's not logically correct to draw a 'lore conclusion' based off a disassociated game mechanic.Both points dont matter. As you said yourself, it could be implemented. And in case of Shane it absolutely should, since addiction is a serious matter. But it isnt. As it stands, Shane is still an alcoholic.
No, they dont. This is getting silly.They absolutely do matter, just because they could be added, and regardless of if they should be, it's not logically correct to draw a 'lore conclusion' based off a disassociated game mechanic.
I'm not trying to minimize depression, and we functionally agree that the game could be more thorough in many regards, though it's also just a game, it isn't meant or needed to be perfectly flushed out, nor is that reasonable to expect.
If those points don't matter, and anything in the game is true just because the game doesn't support otherwise or no other system has been put in place to be lore-congruous, then you could attack literally anything and it sounds stupid.No, they dont. This is getting silly.