Okay, people here is the thing.
Long story short Daz3d allows you to create visuals for VN's faster and possibly won't lead to program and developer fatigue like Blender could.
Long story uhh ... long....
Both Daz3d and "Generalized 3d Content Creation Software" i.e. Blender/Maya/3DsMax can create the scenes for a visual novel style game which allows for graphically enhanced stories.
But, we must also understand that Daz3d is a software that specifically targets creating scenes and characters quickly. For a developer or anyone really who wants to tell a visual story it's a great piece of software that does scenes and characters very well. It allows the user to focus on a specific set of skills. These skills are using morphs, posing characters in imported scenes and rendering and possibly animation. They can quickly bring in assets that they know more or less will work in the Daz3d environment and that have a similar method of use. It is easier to clothe, pose and use morphs (i.e. blender shape keys) in Daz3d on characters. This also allows for a fast turn around on designing characters and developing so a developer can "hit the ground running." There are tons of different scenes and presets that they can use to quickly make content that paying Paetron customers expect in consistent updates. Very rarely do they have to leave the Daz3d environment except to gather models and assets for scenes, or learn multiple 3d art skills.
In contrast, general 3d modeling software targets a larger audience of users. Its true that one can, depending on the software, (1)
poly-model, (2)
sculpt, (3)
retopo, (4)
rig, (5)
weight-paint, (6)
animate, (7)
render scenes, and (8)
render animations among other things. But, each of these things takes time to learn and sometimes even more time to do well enough that the quality is what the designer desires. This may require the user to learn a variety of skills and different "workstations" in just one program. Sometimes the user has to deal with the hassle of moving assets between software and oftentimes that creates problems with scale, rigging, textures, or even vertices among other things. They may also need other software better suited to certain tasks like creating textures (Substance Designer), painting and baking textures (Substance Painter, 3dCoat, Mari, Photoshop, etc), sculpting objects (ZBrush, Mudbox, 3dCoat, Blender, etc), or designing clothing (Marvelous Designer). If they choose to use additional software, it becomes another software that they potentially have to learn how to navigate. Add to that potential add-ons one can buy or that are free which may offer a speed boost or grant some ease of use. And keep in mind all of this may be involved in just building one 3d asset. This process can eat up alot of time for just one developer.
None of this is to discourage anyone from using what they feel is most viable for their projects. I only ask that a developer or budding developer ask themselves "What am I trying to accomplish?". If it's to make a visual novel think of this (1) Blender v. (2) Daz comparison like you would as someone who is contemplating making a full on 3D game and having to choose between (1) "building a game engine from scratch" versus (2) "using an already established game engine". In both instances the first option gives you control over very small details, but with that comes the possible danger that you spend all of your time "building" something other than a game. Also they are similar in that the more people you have who have the skills required the more likely you can get to the actual objective. But don't forget that development time is still the same it's just split up among more people. The second option gives you a streamlined method to get what you want quicker and is focused on that task. You don't have to worry about building the elements that make up some small part over the course of months or years. Someone else has done that work for you and you are able to build off of that and get to your true goal without the grind that can discourage you.
Saki_Sliz, it is clear that you do like blender, however, you also admitted that you have not gotten familiar with Daz3d in a similar manner. If you have the skills in blender to create content why not learn how to import that content to Daz. Maybe you can create content that is sold in the storefront, or once you have learned how to move content between these two programs reliably maybe you can create a tutorial and show others on this forum. It may even help you to go to the standard Daz forums and talk to some of the users about how to move assets between these two programs. In addition, you could also go to the "other software" tab on the blender artists forum and ask some blender users.
Finally, Saki_Sliz you mentioned in another thread and in this one that you were using Unity as your game engine. If I am not mistaken, you cannot use Daz3d in an interactive full 3d game without a full separate license. Is this the reason you choose blender? Or are you making a visual novel game?
I am sorry to all who had to read a wall of text