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.
All the other stat raising games you essentially just spam whatever activity your love interest enjoys. It's boring because there's no gameplay involved - you just watch a number randomly grow larger or smaller based on whether the game decided you "failed" at surfing the internet.
And honestly, I find it detracts from the story sometimes. Take C-14 for an example. Picking certain activities on certain days can show different scenes so you'd normally get a different experience replaying the game just from all the possible interactions with the other characters, but even though you can end the game with four hearts on a relationship, if you didn't spend most of your time on their specific activity, you don't get a good ending. It takes away from the flexibility of the planner and the replayability of exploring different combinations. (That said, I did find the cave minigame in C-14 to be fun. If only the stats had an effect on the minigames so they didn't feel like two independent systems.)
Yeah, it's as you said. Either you do it properly or don't do it at all. You might want to collect more data before you want to do it properly. Because if you put so much time and effort in such a game then the rest has to work too. The last thing someone want a commercial project to fail when it was really well done just because something was amiss .jack1974 wrote:Probably it's better to either do it "properly" like I said above, or not do it at all, if then it has to be just a grindfest, or if the ONLY impact it has is in the different endings.
S**t, now I don't know what to do with Never Forget Me. The visual novel part is basically ready this week
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