1. Previously, we mentioned that Avery might kick a puppy when no one is looking. If the species were changed to a bunny—an entirely non-aggressive animal—would they still do it?

Only if the bunny annoyed them.

  1. Does Avery ever experience a maternal or non-sexual sense of affection that makes them want to protect something they find cute?

Aye, though it's largely sublimated by other drives.

  1. This isn’t a question, but rather something I’ve always felt confused about. Perhaps in our discussions, you’ve noticed that I tend to emphasize how a character’s actions might differ based on their gender, whereas you prefer to keep them consistent. I believe that a person’s biological sex influences the expectations and demands placed on them by society, and it’s difficult for me to imagine that a character like Avery—who has to interact with many people and navigate high-social circles—would exhibit the exact same behaviors regardless of their gender.

I’m curious about your decision to keep Avery’s gender ambiguous. Was it primarily for game consistency? (For example, would emphasizing gender differences create too much additional work?) Or was incorporating a non-binary identity something you actively aimed for?

You are right that a person's sex influences the societal expectations and pressures on a person. There are no hard gendered demands on Avery however, due to their social class. Pressures might be strong, but Avery doesn't have the sort of personality that is swayed by such.

I have approached the game with the idea that a lot of gendered behaviour is in the eye of the beholder. So as long as Avery dresses and carries themselves in an appropriately feminine way, their actions will be seen in an appropriate light.

That said, Avery's actions could differ by gender in small ways, particularly during interactions with their peers and superiors. This would essentially be acting however, and would have little influence on their other behaviours, including interactions with the PC.

  1. Could you share some scrapped concepts or insights into Avery’s development process? Some games release official setting collections, but I assume you haven’t planned anything like that.

Avery's personality and overall arc came to me fully formed, like lightning. But I've been less certain of the details. One of them being their home life. I considered giving them a spouse. The PC would access their mansion as a servant, rather than a partner. There'd be a rivalry of sorts between Avery's spouse and the PC, while Avery was exploiting both of them.

In the end, I decided this would be stuffing too much into one character. Fitting my other plans for Avery's mansion alongside a spouse would be a Herculean endeavour. Perhaps in the future I'd be up to the challenge, but I should make sure I can cook a burger before I try cooking filet mignon.

  1. Tell me one piece of trivia or a fact about Avery that you think would genuinely surprise me.

When Avery drinks coffee, they sometimes use so much sugar that it piles above the brim of the cup. They pour strong black coffee over it, dissolving the mound.

No problem. I enjoy receiving your messages. Thank you for reassuring me of your investment, though I shall not forget it, even with no messages!