how to disable most of it. --if it has variables you know for sure or numbers you can compare and hence reverse-figure variable names that probably will be easy. but will not it be burdensome? as we are not talking about things like cash which u can cheat once and avoid that issue for eternity. but to mantain several of stats ... ingame daily or even hourly / per action taken ? (unless there is some way to copypast something in bulk in qsp console which i almost never used as relied on saveeditors etc)
and statuses might be harder to find unless it is something you can trace or figure out like whore_rep (99) which might be not the case as they can be named weirdly or you see no stats to compare. and they can be linked to other things so it will just prevent some quest chain where you need for example good rep score or no police records.
However, it is the standard in the successful versions of these types of games. --im not sure what was implied by 'these types'. and i never heard of those 2 examples. my point was that:
generally sandboxes fell within 2categories
```datesims/trainers/managers (basically repeat smth to get points to get action) - irrelevant within my context (without context, some sbxes tend to incorporate certain elements ofc).
```quest-chain based (mostly time&location-management ; milfy city 3dcg, summertimsaga 2dcg, SoaB rp)
(even GL, which just managed to gather more content is that way. most locations there are undeveloped with some minor rng-hookups. only quest chains are worthy of attention. nobody can or will pull off 'true-sandbox' game as it will require tons of people-hour)
that was about me saying that classic sandboxes (without any micromanagement) work just fine and that most of popular sandboxes are such. (so im not sure if there was/is a need to follow other sub/types of games and-or certain standards)
now, if we are to narrow it down we should check F/M sandboxes; and if to narrow down further - "femsims" sandboxes with micromanagement. and i dont know many of those. but those i know have means of mitigating that management side.
that was me saying that cheating and routines/chores-skipping is the only way in such cases. which is hardly surprising as most ppl are not really into it and dev will come to that matters eventually and inevitably. (if he cares and wants bigger player base ofc. there cannot be points which
YOU imply with regards to cheats i suggest (or to the fact of me suggesting)- that it is somehow on me to find a way to have a better qol / to cheat, or that dev should be excused because he is busy with writing. no time? then remove micromanagement at all. how is that not a solution if it works for most popular games? again, i never suggested that, im just responding to that defense or excuse you make on devs behalf... for unknown to me reason. that conversation could have been shorter if u just said 'yes, you are 100% right'
)