- Nov 1, 2021
- 329
- 168
That's right on spot, sandbox games are not an easy thing to develop, especially in an engine created mostly to tell linear or branching stories. Summertime Saga is, imho of a lay person, an example both of how it can work, and how it can go wrong - having the ambition of making an entire open world dynamic through quests, it often hits blocking issues when a character that one quest expects to be somewhere at a given time, is actually forced by another quest to be somewhere else (and derivations of this). But what you mentioned reinforces the usefulness of making variations happen in episodes, rather than definitive or long lasting branches. If NTR is on, date goes on in a certain way, if it's off, in another way, but branches meet immediately afterwards and the game goes on as usual. It actually makes sense with the nuanced approach: couple has a generally good relationship, one of them makes a faux pas, it has consequences but they quickly get over it. It can make a character feel more dynamic, as long as there's a good context for the variation, without changing it at all. An actual branching should be reserved for critical decisions that are intended to provide independent routes. What I said before I hoped of this game, given its open-ended perspective, was that its NTR relied more on multiple contained episodes, than a fundamental branching of the story.In many ways, I absolutely agree with the desire to have a game with that level of nuanced relationship possibilities, but from a development standpoint, that would be an absolute nightmare to attempt. Put (very) simply, every time a choice was made (or not made), two new story paths would have to branch off, including two sets of unique scene renders (with some crossover, of course), and then if a certain choice is only available on one of those paths, two new sets of everything would need to be done there, ad nauseum, until the story paths merged back together, but the variables would still need to be tracked and interactions and choice possibilities would constantly need to be checked throughout the primary storyline.
It's kind of a two-sided coin. On the one hand, sandbox games are awesome for the players, because it gives them agency in how the story is told, which lends to immersion where we become part of the story instead of just having it told to us. On the other hand, every choice the developer decides to put into the hands of the player has the chance of geometrically increasing the complexity of what needs to go into the game.
As an aside, I just say that I hope AFV never has an ending, because it is, in my personal opinion, one of the best sandbox AVNs out there and I would love to see it grow and expand for years to come, because there is still so much untapped story potential just waiting to find its sexy time in the sun
As a quick illustration of what I mean, I made this suggestion in another thread: https://f95zone.to/threads/inheritance-va95-aftermath-team.6291/post-14842285 That game is structured in a way that most events take over and end without interacting with other ongoing events, making it easier to tell short episodes that may depend on a parameter or two, that enrich the character but are intended to not change the character, or the relationship with the MC.