TL-DR opportunity
There have been a lot comments throughout this thread on the issue of grinding to progress. One of the early comments by the developers seemed to take the position that the varied events required were to provide RPG elements to the game. The two are related to each other.
Grind, the mindless repetition of events to achieve a milestone, e.g. 12 trips to the gym to achieve 24 strength, can be frustrating. Further, grind, the execution of a lot of days of non-events to reach the preset date of an event is also commonly frustrating. And the addition of the various within event images and texts (which are really cool and welcome the first time) that have to be clicked through adds further grind, literal time spent clicking to get past the event. All these and other types of grind are frustrating to players.
At the same time the developers are trying to tell a story and are trying to find the right combination of events and actions to convey that story. If every choice automatically advanced the story with no need to improve skills, stats, etc., then this becomes a visual novel instead of a game, and probably a lot less entertaining.
For me the problem of grind shows up when the developers of a game forget that each event has to add to the protagonist's story. If going to the gym is required, one of the events should require strength or endurance. That requirement should show up in the story via dialogue or some other in-story device. The romantic target says she only dates men who are in the top 10% of fitness. The rock blocking the cave weighs 500 lbs and you either have to buy a tool to move it or develop the strength to move it. How it shows up in the story doesn't matter too much, but it has to show up. That shifts the repeated event from pure grind to a player strategy (a little bit).
Similarly, when there are calendar based grinds it's nice to have ways to skip the intervening days. A button that says work all day and gives you credit for 4 work sessions without the repeated work event dialogues would take the pain out of getting from Saturday to Saturday at the gym (which is required in the story, but without any good explanation for the required wait between events). That would require 5 clicks to get through the work week, at the presumed expense of missing any new events at work (because you'd actually have to be clicking through at the office to see a new event).
This is all a balancing act between author intent expressed in the world building and how that shows up in the actual game play. When people complain about grind, they may be griping about nothing or they may be pointing out a real opportunity for improvement.
I think this game has a lot of interesting concepts but they haven't been integrated into a cohesive whole. That leaves some of the game as a grind and some of the story inconsistent. I hope as the developers continue their work, some of the efforts go into smoothing out the flow and ensuring the protagonist has a relatively consistent personality. It has been good work to this point and I hope to see it become better work going forward.
Wow. ok, ***GRINDING*** (had posted, some, but maybe this warrants more?) [BTW: Current: D51]
1) I've posted many *BUGS*/errors; (some so bad I had to restart) THOSE SHOULD TAKE PRIORITY.
2) Strength. (needed/realistic, ***TOTALLY FINE *** in this case. [CAPS SUCK, but that's anther issues!]
Say you're new, 1-2 week:
BUY GYM; 1x per Gym (go b4 or after work) [duh you're already in area anyway to WORK!) ; +2; PARK (Jogging; ) +1 that's +3 /PER DAY. It's actually really easy to this, I was hitting caps early. [current "cap" 74] (or you could do 1/day, [EASY from WORK!] 24---12 work days. )
3) Intel (same thing, if you need to, spend night @ Aunts (Int = LIB)
4) This is *RENPY*. You can always fast forward scenes/pics/etc. [but be careful! some have unique/rare content! ck hints]
5) (I'm fine w story & RPG elements)
6) "
the execution of a lot of days of non-events to reach the preset date of an event is also commonly frustrating."--Mentioned in another post (I think?) but, there's a "FORWARD TIME" option, just need one to "FORWARD DAYS" [maybe "UNPAID TIME OFF" from work???]
Note that
WORK, while grindy, is also worthwhile (& realistic!) since you make $$ [
PROGRESS]; During this time u can also interact w co-workers; [UGH; IF REQ R MET] --->>>
Would be more interesting if unique random events happened (coffee breaks?) to help make each day different.
7)
"At the same time the developers are trying to tell a story and are trying to find the right combination of events and actions to convey that story. If every choice automatically advanced the story with no need to improve skills, stats, etc., then this becomes a visual novel instead of a game, and probably a lot less entertaining."---TOTALLY AGREE!
8) Gym (didn't we cover this? ) Not sure about story, but since it affects ***ENERGY*** it's an important stat to work on. [hey at least you don't have to "maintain it" like IRL!] (in this case, it affects *GAME*, story's just part of larger pic)
9) "
A button that says work all day and gives you credit for 4 work sessions without the repeated work event dialogues would take the pain out of getting from Saturday to Saturday at the gym (which is required in the story, but without any good explanation for the required wait between events)."----Agreed, but as already mentioned, a realistic option [
take the week off w/ pay] is an alternative---many people take time off for varies reasons----even UNPAID time off. NO NEED TO BYPASS EVENTS, & obviously, DO NOT GET PAID for time not worked. [only rarely would need to take full week off, sometimes it's only a a few days]
GRIND:
Most of the "grind" in this game I'm fine w (note that already bought 1 car, saving 4 buying off-road vehicle so can do mountains.) Could actually be harder (MC's not paying any rent/mortgage/FOOD; lives w others who pay room & board!)
IS GOOD & Balanced: [so far---capped @ 74]
-Strength. [if gym boring, FF]
-Intel [don't forget, Lib;]
NOT GOOD: (mentioned elsewhere,
not "grind" issue, but affects it)
-*WAY* TOO MANY DEPENDENCIES! (ie, can't do A b4 do B, etc) [either take most out, or, have clearly labeled *
CHAIN* to track them! [also helps so if one is *BROKEN*, can tell dev *EXACTLY* where chain failed!]
-Quite a few bugs (see other posts!) (over 5 total, some FROZE had to restart)
-EVENT TRACKER: *HIGHLY* INCOMPLETE! (have this for immediate relatives, need for company, etc, everybody in hints. [if there's an EVENT, there should be a *HINT*
and an event noted for it. [event tracker]]
This is mostly a Time-Management game [like "High-Rise"]
TO MAKE THE MOST OF IT, MANAGE YOUR TIME WISELY. (especially 1st 50 days)
OVERALL: I don't think
GRIND is bad at all for an early version. (compared 2 most, &I've done---OMG! 100+ Renpy games.)
Game does have many issues, but
"GRIND" is not the 1st 2nd, or even 3rd biggest.
GOOD JOB Dev, & keep up the "Grind" [b/c hey, CODING is the *REAL* grind!!! lol]