Alright, this has become so common among western RPGMaker games that I have to ask. Who the absolute fuck thought that an in-game wardrobe that you have to go back to over and over again was a good idea? When using a game-maker engine that already has a built-in equipment menu that many similar games, that are much older than any that use the in-game wardrobe, already use as a way of changing outfits, who gets the bright idea to completely throw out something super convenient that was handed to them on a silver platter in favor of a system that is objectively worse in every way.
How did this cancer become popular among devs? How are so many people so bad at this? Newsflash, people don't like slow, monotonous, and/or repetitive actions that drag on for too long. Don't hold on certain renders for obnoxiously long time spans with no way of skipping past. You might be real proud of a particular render of a dude's face or one of those awkward "I can practically see through her clothes" x-ray shots, but not everyone is going to want to sit there for half a minute looking at someone shower because the dev didn't think to add a skip button that speeds things along.
I get it, routines are 'realistic', and devs have a massive hard-on for 'realism' these days. Yes, having to go all the way home is technically more realistic than being able to magically change outfit on the spot and so is having to shower every day so you don't smell awful and be generally gross. You know what we play video-games, and especially pornographic games, to escape? Reality. I, as do many others, start a game to get away from the routines. Videogames are supposed to be fun, not realistic. A bit of realism can help a game, but reality must be sacrificed at some point to ensure the experience is a pleasant one. There is nothing fun about devoting a good chunk of the time you're playing to doing boring routine shit that the game could just assume you do. Start the day, already showered and ready for work. Change your clothes in the menu, obviously she went to change and came back. There is no need to make the player trudge through the mundane shit.
How did this cancer become popular among devs? How are so many people so bad at this? Newsflash, people don't like slow, monotonous, and/or repetitive actions that drag on for too long. Don't hold on certain renders for obnoxiously long time spans with no way of skipping past. You might be real proud of a particular render of a dude's face or one of those awkward "I can practically see through her clothes" x-ray shots, but not everyone is going to want to sit there for half a minute looking at someone shower because the dev didn't think to add a skip button that speeds things along.
I get it, routines are 'realistic', and devs have a massive hard-on for 'realism' these days. Yes, having to go all the way home is technically more realistic than being able to magically change outfit on the spot and so is having to shower every day so you don't smell awful and be generally gross. You know what we play video-games, and especially pornographic games, to escape? Reality. I, as do many others, start a game to get away from the routines. Videogames are supposed to be fun, not realistic. A bit of realism can help a game, but reality must be sacrificed at some point to ensure the experience is a pleasant one. There is nothing fun about devoting a good chunk of the time you're playing to doing boring routine shit that the game could just assume you do. Start the day, already showered and ready for work. Change your clothes in the menu, obviously she went to change and came back. There is no need to make the player trudge through the mundane shit.