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What if it IS a communication game and your goal IS to globetrot around the lands and solve mysteries, though? What if "winning" isn't the point? What if one of the points is that communication can't always be "won"?
There are different ways of playing this game, and different things to enjoy. I had fun with it within the first couple of minutes. I've done five playthroughs with five different endings, and I liked all of them.
Some of the card tips up there are helpful, I'll add a gamechanger for me: the double-double cards, with two symbols on both sides, that you can get from Nadine and Ramir. Best cards in the game IMO because they are 2-in-1. Though of course if you only stick to the small "winning" route, they aren't as important.
And a hack I used from the second or third playthrough to get new results or the cards that I needed: quit the game mid-conversation (or just after) and restart to try again.
This will also make you notice that there's nothing wrong with the AI. It's like that on purpose to reflect that people aren't perfect, that they can be unattentive, in a bad mood, difficult to get along with etc. Just like you get more difficult to talk to when you're exhausted. And not every outcome of a conversation will lead to an "upgrade". And sometimes things aren't in your control and people will get angry with you even though it's not your fault. And you can't make everyone happy. What if it IS a game about communication.
Seconding this 100%. OP's post had some great tips (thank you!) but I have to agree that I didn't personally feel that this was a 'winning' game.
For me, this game is a masterpiece because its design tells the story for it - one that I found particularly relatable and poignant. If you go travel the world, you will meet people who will change you - for better or worse - and when you go home, maybe you'll find it harder to connect with people. That's what I did in life, and that's exactly what I experienced. If you stay local, sure you might stay in everyone's good books... but then where's the adventure? The opportunity to grow and explore? That's what some of my childhood friends did, and while they're comfortable, they've also limited their lives in ways I wouldn't personally want for myself.
I'm not saying the design is *perfect*. It's not. But it's also not far off IMO. Its mechanics tell a story about choosing to explore and maybe change too much to go home vs sticking with what's safe and familiar and never branching out, and they do that VERY well. My point is... each is a valid approach with its own trade offs that will speak to different people, and at the end of the day, i don't think every game needs to be optimised for the 'best' ending. That's not what it seems to be about.