@gestved that's a pretty typical response "I can't get through the gameplay part to get to the porn fast enough, wah wah." Which I've already answered as YOUR problem. Ero-gaming just isn't the thing for you. Ren'py, as far as I've seen based on my gameplay of Ren'py-developed games, is a platform better suited to the level of interactivity of a visual novel, which ISN'T a game, because they usually don't have any gameplay elements. Ren'py games are like two steps above visual novels in terms of game versus not a game. There's more interactivity and the ability to put in actual gameplay such as a battle system or such, but its not a game to me, usually. The level of interactive depth is just too shallow and weak to support it. I'm not saying their bad for being on Ren'py, they're good stories. I think hiding the UI is an overrated feature, to be honest, and in RPGMaker, you can adjust the framing of scene imagery to be completely inside the UI, and most do that. In fact, not once in an RPGmaker game have I even wanted a hide UI button. The skipping text (I can see why specifically in the instance that you're replaying an updated game, but usually I wouldn't want to be able to skip text. Even then, they might have changed the lines you're viewing, especially in early builds) is an issue if you care about it I guess, but that's just because RPGmaker as a system was developed to emulate the feel of early RPGs, such as Final Fantasy 4, and they didn't have text skipping. Battles and puzzles are core to an RPG, so I can see why some devs would feel pressured to use them even if it adds nothing, so I'll pan that, but I do warrant that its something the devs consider before picking the system over Ren'py or similar systems. I'm not going to argue (having not played My Sister Mia) whether a specific game is better on one or the other, but the devs picked the platform because it was the best they could do, or what they wanted to use to relate their story, and they think the pros outweigh the cons, so I'd give them the benefit of the doubt and not just pass it up because they picked a certain platform.
@lynx33 I don't know about "useless walking around and fighting." Usually a battle system serves to either make an otherwise unremarkable area interesting to explore (somewhere they wouldn't put NPCs), to level up against (most RPGmaker games utilize enemies as a way to corrupt your character or rank up sex skills), or just to make it look more like an RPG, and in this case the battles will usually be token and easy to beat. As for walking around, I can only think of two games where I got tired of wandering around and just thought "where the fuck do I go now" because I play RPGmaker games for the gameplay, and exploration is a gameplay element. It gives you time to appreciate the effort they put into the nearby region, the layout of the city you're exploring and such. The only time this would suck is when its entirely uninspired and looks extremely placeholder but still has you going all over the place, but that's not a failing of the system that's the devs fault for not making the area interesting enough to explore. Just as I told the other guy, I won't argue about specific games, mostly because I haven't played all of them, nor am I by any means an expert on what makes a good RPG, and what a specific RPG could be failing at.