So I've been on a binge of 3D RenPy games over the past couple of months and I've noticed a lot of difference from game to game regarding how many stats/systems there are to track. Basically I'm curious how much you think is too much on the Game-Novel spectrum. Do you like games where there are a lot of systems and stats to level up, or do you prefer games that are more akin to reading a Choose Your Own Adventure book with graphics?
Let's take two popular examples: Acting Lessons and Being a DIK.
I'm not too far into Acting Lessons, but so far it doesn't seem like there's much in the way of a stat system aside from tracking how much other characters like you based on choices. The story unfolds and you make choices, but there aren't huge numbers in your face. Maybe this gets added in later in the game and I just haven't gotten to it yet, but either way the opening is a good example of this.
On the flip side you have Being A DIK where you have to track Chick and DIK stats that unlock different options based on the personality type you go for. It's still relatively simple because you have a single spectrum you have to track, but it adds an element of requiring you to think about your choices and gamifies things in a way the straight Visual Novel doesn't.
And then I've seen Visual Novels that have multiple personality traits you have to track on top of juggling relationships. Some of those seem to be in the Chapter 1 or Chapter 2 phase of development, and it makes me wonder if it's a situation where devs don't appreciate how much complexity they're adding and eventually they simplify and burn out, or if it's a slow evolution of the Visual Novel medium towards more complexity.
So what do you prefer? Enjoy the story and make choices that affect your relationship? Or go full bore into a Dating Sim with layers of RPG mechanics?
Let's take two popular examples: Acting Lessons and Being a DIK.
I'm not too far into Acting Lessons, but so far it doesn't seem like there's much in the way of a stat system aside from tracking how much other characters like you based on choices. The story unfolds and you make choices, but there aren't huge numbers in your face. Maybe this gets added in later in the game and I just haven't gotten to it yet, but either way the opening is a good example of this.
On the flip side you have Being A DIK where you have to track Chick and DIK stats that unlock different options based on the personality type you go for. It's still relatively simple because you have a single spectrum you have to track, but it adds an element of requiring you to think about your choices and gamifies things in a way the straight Visual Novel doesn't.
And then I've seen Visual Novels that have multiple personality traits you have to track on top of juggling relationships. Some of those seem to be in the Chapter 1 or Chapter 2 phase of development, and it makes me wonder if it's a situation where devs don't appreciate how much complexity they're adding and eventually they simplify and burn out, or if it's a slow evolution of the Visual Novel medium towards more complexity.
So what do you prefer? Enjoy the story and make choices that affect your relationship? Or go full bore into a Dating Sim with layers of RPG mechanics?