Franka wrote:I think a main issue with stat raising in existing WW games is that you generally just want to raise the same two stats over and over, and that honestly seems rather pointless when I could have just pressed the "choose this romance interest" button for the exact same effect. If stats did something else that was meaningful, besides unlocking best ending or whatever, it would be a different matter.
Pace675 wrote:One big issue about a stat mini game in a VN....the stats have ZERO effect on the game besides the ending, also the stats have little pertinence to the player character as a whole. (Yes I know it affects the ending(s)) But in the story itself, I have yet to see anything. The text shall remain the same no matter what skills you choose to level. If you want me to get hyped about a stats raising VN have it effect the gameplay and presented dialogue else it is a boring trudge just to get to the good bits.
Yeah, I liked the stat raising mechanic in Magical Diary too. It made sense since it was a school and we were learning spells with that. So it didn't feel like a chore.Troyen wrote:Magical Diary is probably the only stat raising game where I actually liked the mechanic. You had to balance your time between five schools of magic, the more you progressed in one the more spells you learned which gave you different ways to solve the exam puzzles and sometimes different interactions with the teachers.
Honestly, I think you should do what you want especially in terms of time and effort. If it ends up simply annoying and very time consuming to program then why don't you make something that can be enjoyable for the player but won't drive you totally bonkers.jack1974 wrote:Yes making stat raising because you need to pass checks is good, it's what I did with Heirs & Graces (though that game also has the "unlock bonus CG/ending" based on stats).
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