- Aug 26, 2020
- 80
- 271
Its the fishing minigames, the procedural dungeons, the other fishing minigame, the really complicated shop windows, the crafting system, the guild board and guild assignments system, the hero points and progression system, and now apparently the "tinkering menu" and lockpicking system. people liked the sandbox renpy vn but i'm betting a good portion of the last 3+ years have been spent messing around with implementing different kinds of game mechanics in renpy, and subsequently scrapping them, when really his time might have been better spent focusing on the story, aiming a little lower in terms of new and improved game mechanics, and taking that experience and those ideas for the next game, perhaps in a different engine thats more supportive of them.A real huge issue, from what I've read in all these years of discussions, is that your perfectionism, desire to do everything by yourself and distrust on the competency of other people makes the process of game making extremely slow. I remember offering to work, for free, in translating the game for languages you didn't speak, just out of the fact that I really appreciated the content you had made so far, but got no response.
Not having a plan for the story and disorganization are the other part of it. By Komi's own admission the end of chapter 0 sort of promises new things but there wasn't a plan going forward, and building a lore and story from that point, with huge expecations from fans is not easy. Its even less easy if figuring out that story isn't your complete focus because of experimenting with the aforementioned game mechanics.
From my own personal experience I know that sometimes the critical work (in this case perhaps the story and events) can feel overwhelming while pouring your energy into something else which is engaging and smaller scale and fun is an easy trap to fall into.