Recommending Story-first games

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_user

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I fail to see any real difference. Such games have multiple linear stories packaged into one game. So instead of 1 linear story you get N linear stories in the same game which could all be separate games because there is minimal interdependence. And if you introduce interdependence you lose the quality of being able choosing what to interact with and in which order. The other extreme of full interdependence is a full linear story.
Linear VNs have a pacing problem that stems from the fact that they try to appeal to plenty of different taste, to do that they cram in a handful of LIs, but most of them don't appeal to everyone. So the story ends up with at least a couple of those that just annoy the player and serve no real purpose; and yet they're still there, flirting with the player, telling them their life story. All this pushes the player to either skip their dialogue and miss out on the occasional main story backdrop or worse, trudge through it.

You're correct that in a sandbox like STS it's effectively multiple linear stories packaged into one single game. But having these multiple storylines running parallely allows devs to have their handful of LIs without forcing them on the player, letting people freely ignore content that doesn't interest them. With a single LI the bloat of the story is cut out and the pacing gets instantly better, sandboxes allow that by figuratively sandboxing the content.
 
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bacienvu88

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You're correct that in a sandbox like STS it's effectively multiple linear stories packaged into one single game. But having these multiple storylines running parallely allows devs to have their handful of LIs without forcing them on the player, letting people freely ignore content that doesn't interest them. With a single LI the bloat of the story is cut out and the pacing gets instantly better, sandboxes allow that by figuratively sandboxing the content.
Then why not just make multiple games? Then they don't even need to have the same MC. And you aren't constrained by dating sim conventions.

I greatly prefer what tlaero & mortze has done with the Elsaverse games (packaged into the omnibus). Or what PentPanda is doing now with Short Sad Stories.

I think there are many games on F95 that would benefit from being broken up into multiple games. Not just dating sim/sandbox, but regular VNs as well.
 

_user

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Then why not just make multiple games?
By having stuff for everyone in the same game it increases its appeal. AAA games are notorious for this because there's effectively plenty of different games in them, they're huge, bloated games that are meant purely for mass appeal. It's also why almost every VN has a handful of unique LIs, not because it adds to the story, but to attract different types of players. Adding content, or subgames, to an existing game is generally a better idea than creating a whole brand new game; piggybacking off your existing playerbase rather than make them redownload a game with a new interface, story... that they aren't already familiar with.
 
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Hildegardt

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By having stuff for everyone in the same game it increases its appeal. AAA games are notorious for this because there's effectively plenty of different games in them, they're huge, bloated games that are meant purely for mass appeal. It's also why almost every VN has a handful of unique LIs, not because it adds to the story, but to attract different types of players. Adding content, or subgames, to an existing game is generally a better idea than creating a whole brand new game; piggybacking off your existing playerbase rather than make them redownload a game with a new interface, story... that they aren't already familiar with.
But as a player I'm not concerned about the mass appeal of the games I'm playing. The player count doesn't really factor into my personal fun (unless we're talking about multiplayer games). I don't really need more variety in a single game, because I always have the choice to go play something else.
It kinda depends on the mood you're in, right? If I'm looking to play a story focused AVN, then I'd hope the LIs add to the story. If that means that there's only gonna be a limited number of them, or even just one, then I guess I'm choosing quality over quantity in that case.
As with everything, there are good VNs and not so good VNs. If a dev wants to fuck up the pacing of their story in favour of more mass appeal, then that's on them. But if mass appeal really is inherently opposed to quality, then it's not a good thing from the player's perspective.
 

Zoey Raven

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But as a player I'm not concerned about the mass appeal of the games I'm playing. The player count doesn't really factor into my personal fun (unless we're talking about multiplayer games). I don't really need more variety in a single game, because I always have the choice to go play something else.
It kinda depends on the mood you're in, right? If I'm looking to play a story focused AVN, then I'd hope the LIs add to the story. If that means that there's only gonna be a limited number of them, or even just one, then I guess I'm choosing quality over quantity in that case.
As with everything, there are good VNs and not so good VNs. If a dev wants to fuck up the pacing of their story in favour of more mass appeal, then that's on them. But if mass appeal really is inherently opposed to quality, then it's not a good thing from the player's perspective.
I think when a developer tries to appeal to the masses 99.9% of the time the game is doomed from the start. Because, if you're writing to appease all, that's not possible anyway. I often find games that do that to lack any passion whatsoever. Just my two cents.
 

_user

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I think when a developer tries to appeal to the masses 99.9% of the time the game is doomed from the start. Because, if you're writing to appease all, that's not possible anyway. I often find games that do that to lack any passion whatsoever. Just my two cents.
Mass appeal and appeasing everyone are different concepts. Most games are built for mass appeal, for porn games on here that'd be straight white male protagonist, probably school setting, with some optional incest and a handful of LIs. Games can absolutely function with a specific target audience in mind, if their niche is large enough; but games that don't know their target audience or pander to it are indeed doomed from the start.

But as a player I'm not concerned about the mass appeal of the games I'm playing. The player count doesn't really factor into my personal fun (unless we're talking about multiplayer games). I don't really need more variety in a single game, because I always have the choice to go play something else.
While you might not care about variety in games, or it's potential appeal to different players; it directly affects you anyways because developers do. You can always go play a different game, but developers need you to play their game, to do so they create content that will appeal to you and make you stick around. At this point we circle back around to my original argument as to why i prefer sandboxes, i'm free to ignore said variety and focus on the parts that appeal to me personally.
 
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bacienvu88

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While you might not care about variety in games, or it's potential appeal to different players; it directly affects you anyways because developers do. You can always go play a different game, but developers need you to play their game, to do so they create content that will appeal to you and make you stick around.
But that works the other way as well. If there are a lot of content that I don't care about or actively dislike I won't stick around either. Just see how some people demand everything be optional. And even if I do play the game despite that it also means lots of resources on stuff I dislike. And when it also means sacrificing having a good overall story I don't see any reason to stick around. To me it makes more sense to make shorter games so that those who like that particular content can fully enjoy the whole game without having to skip and those who don't can skip the game altogether.

And just to be clear. I don't dislike freeroam / sandbox games per se, I play and like a fair amount of them. But I always think they would be much better if they were more focused and had more structure so there could be a coherent story. Many of these games also have interdependencies, so you can't pick and choose anyway.
 

Zoey Raven

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Mass appeal and appeasing everyone are different concepts. Most games are built for mass appeal, for porn games on here that'd be straight white male protagonist, probably school setting, with some optional incest and a handful of LIs. Games can absolutely function with a specific target audience in mind, if their niche is large enough; but games that don't know their target audience or pander to it are indeed doomed from the start.
I suppose you are right about this scenario. However those games also have a problem as well. They are generic, boring, and retread. But, I also know a guy who can listen to the same song 20 times in a row. So, to each their own.

Also, I had no target audience whatsoever and I'm doing alright. I made my game because I wanted to tell a story with a message, and if people enjoyed it great. I also never take requests about the story as to not compromise my original vision. Kinda like an author of a book would do. Here is it for you to consume if you so choose, take it or leave it.
 

desmosome

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Sandbox games inherently sacrifice a well structured narrative to achieve that player freedom. There is no two ways about it. The more you try to work in a coherent narrative, the less freedom this sandbox will have. In the extreme cases, we get a "linear sandbox VN." Conversely, the more freedom you give, the less "main plot" you will have.

So what are the potential benefits of the sandbox style? Immersive world. Interesting gameplay loop. Player freedom. Devs are forgoing a story-driven experience to provide these other avenues of enjoyment.

But here's the thing. As bad as the writing from the average amateur dev is, it's even rarer to find some dude who can come up with interesting gameplay. Not to mention the incredible amount of time and extra work required to achieve the "immersive world" aspect. The sandbox setting should have events that trigger at various locations. It should have NPCs to interact with. It should have enough stuff to feel alive. What constitutes "enough" will be different for everyone, but it certainly shouldn't be fucking empty like most sandboxes tend to be.

So that leaves us with basically player freedom. Ok, you can go to a location and advance the LI of your choosing. Great. But if you ask me, I don't feel like wasting my time with a sandbox that is neither fun in terms of gameplay, nor immersive, just to have the ability to avoid some LI I don't like.
 
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_user

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Moving on from sandboxes, thanks for playing ball,
I suppose you are right about this scenario. However those games also have a problem as well. They are generic, boring, and retread. But, I also know a guy who can listen to the same song 20 times in a row. So, to each their own.

Also, I had no target audience whatsoever and I'm doing alright. I made my game because I wanted to tell a story with a message, and if people enjoyed it great. I also never take requests about the story as to not compromise my original vision. Kinda like an author of a book would do. Here is it for you to consume if you so choose, take it or leave it.
It's perfectly plausible for someone to write a riveting college story. Mass appeal just means writing while making sure your story is appealing to the largest possible audience, and that contains its own set of challenges. Badik is typically seen as a "by the numbers" erotic game, and frankly it has better writing than most games on this website. You don't need an original story or a complicated one to make a compelling story.

And to address your second point, I'm sure you do bend your story for others to some extent, whether you realize it or not. Your "vision" is affected by how others perceive it at every step, and that's normal, especially given that it's a source of income here. A bit unrelated, but since you brought it up, book authors typically have an editor and a publisher on their ass to control their "vision".
 
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Zoey Raven

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Moving on from sandboxes, thanks for playing ball,

It's perfectly plausible for someone to write a riveting college story. Mass appeal just means writing while making sure your story is appealing to the largest possible audience, and that contains its own set of challenges. Badik is typically seen as a "by the numbers" erotic game, and frankly it has better writing than most games on this website. You don't need an original story or a complicated one to make a compelling story.

And to address your second point, I'm sure you do bend your story for others to some extent, whether you realize it or not. Your "vision" is affected by how others perceive it at every step, and that's normal, especially given that it's a source of income here. A bit unrelated, but since you brought it up, book authors typically have an editor and a publisher on their ass to control their "vision".
I respect your opinion, and politely agree to disagree. I will add one thing though. DPK was the one everyone else copied, so his idea was in my opinion original. But, I'd rather not argue the point with you further.

I'm also not saying mass appeal games can't be done well. I'm saying they hold no interest for me personally. I prefer original ideas and very few mass appealing games have those. However, as I said before to each their own. I wish any fellow developer success in whatever they do. Even if it's something that doesn't blow my hair back. It doesn't mean it won't for others. Which is why I said I could see your point originally.
 

desmosome

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Moving on from sandboxes, thanks for playing ball,

It's perfectly plausible for someone to write a riveting college story. Mass appeal just means writing while making sure your story is appealing to the largest possible audience, and that contains its own set of challenges. Badik is typically seen as a "by the numbers" erotic game, and frankly it has better writing than most games on this website. You don't need an original story or a complicated one to make a compelling story.

And to address your second point, I'm sure you do bend your story for others to some extent, whether you realize it or not. Your "vision" is affected by how others perceive it at every step, and that's normal, especially given that it's a source of income here. A bit unrelated, but since you brought it up, book authors typically have an editor and a publisher on their ass to control their "vision".
I think everyone can see your point of view and respect your opinion. It's just that this is a thread about story-first games, and the people that participate here generally value the dev's creative license highly, whether it fits their own particular fetish or interests.

The sentiment that devs should appeal to the masses to bring in the bucks is counter to giving devs the environment to exercise their vision.

I'm not sure how long you've been around this site, but the "masses," or at least the masses that like to comment on the game threads, are some of the most childish and entitled bunch you can find on the internet. Catering to these folks is how you get yet another generic safe space harem. It's fine to make a safe space harem, and some of them even manage to be somewhat interesting, but doing it to satisfy the masses instead of doing it because the devs personally like that type of story is what we don't appreciate.

If a dev wants to include a sister or mother in the story, the masses will demand they be fuckable. If a dev wants to depict a grounded story with relationships that don't involve the MC, the masses will cry about NTR, even if the intent was nothing close to actual NTR (corruption, jealousy, betrayal, cheating). If the dev wants to depict an underdog story where the MC starts out really weak or inadequate, the masses will cry about the shitty MC. If the dev wants to depict a morally fucked up MC, the masses will complain about the asshole MC. The list goes on.

The "masses" are trying their goddamn hardest to steer the devs into making the game they want. I don't know if that is a healthy environment for developers in your view, but I personally think the masses can go fuck themselves.
 

_user

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the "masses," or at least the masses that like to comment on the game threads, are some of the most childish and entitled bunch you can find on the internet.
That's just the vocal playerbase, unrelated to the "masses" from mass appeal. Yeah they can be painful, and they can bully devs out of their own community. Though ignoring said community is generally not a good idea for success. But at the end of the day, they are only a vocal minority that do not represent the bulk of the silent playerbase, who never comments or reads those threads.
The sentiment that devs should appeal to the masses to bring in the bucks is counter to giving devs the environment to exercise their vision.
You can't simultaneously be contemptuous of the masses while expecting their time and money. If you want the masses' attention, you need to cater to them. If you don't, that's fine too. Oblivion is the default.
 
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bacienvu88

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That's just the vocal playerbase, unrelated to the "masses" from mass appeal. Yeah they can be painful, and they can bully devs out of their own community. Though ignoring said community is generally not a good idea for success. But at the end of the day, they are only a vocal minority that do not represent the bulk of the silent playerbase, who never comments or reads those threads.
How do you know what the "masses" want? Have you done market research? And at the end of the day a dev doesn't care about the "masses". They care about getting paying customers. And the set of paying customers is not the same as what the freeloading "masses" want.
 
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_user

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How do you know what the "masses" want?
That's the difficulty isn't it? But you can certainly make educated guesses. Pornhub regularly posts tag popularity, you can take a loot at the most viewed threads on this website... The set of paying customers might not be the same, but they are directly correlated, more players ≃ more attention ≃ more payers.
 
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jamdan

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I agree that most people play games for porn content. So looking at sex tags and trying to thrust (pun intended) as many fetishes as possible to cast a wide net may be worth it if you just want to make money. Even though making money is very unlikely either way for an indy dev.

Trying to add fetishes & content for everyone will eventually blow up in your face, either via snail speed updates causing the "masses" to turn on you, or simply burning out because you dislike your own game or it's too overwhelming to manage.

But this all goes against "story first" games. It's basically advocating for porn based games, which is pretty much the opposite of this threads intent.
 
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