As you said, many devs approach character database differently.
But if you're citing an example, it's best that you provide a visual example using screenshots of the said game.
Otherwise people may not know what you're referring to despite you citing the game (heck, I don't even remember what the database of characters for BADiK looks like
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Yes, of course you are right and that's why I was sorry about not polishing my post enough. It would take me a long time to download BaDIK so I just mentioned that. My intention was to point a well implemented database and I'm sure that if dev decides to change it a little he will be able to check it himself
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And to be clear, BaDIK was just an example, I'm far from being DPC 's fanboy lol
I think you're misunderstanding couple of things with this part.
The game has events which occurs in small steps such as the following;
- Wine event with Isabel
- Yoga event with Isabel
- Dance event with Gracie
etc etc
And with this, there's bound to be a little bit of conflict between a pure VN approach & exploration gameplay approach.
Girls freeroam content is a bit of mix of both.
I'll try to explain it using Uncle Wilfred.
In the beginning there's a tons of new dialogue options for him; such as "Tell me about yourself" "Tell me about this town" "What is Consigliere" "Why do people call you Uncle?"
But every other dialogue choice other than that is completely situational and dependent on the event triggered:
e.g. "Do you have Luna's knife?" will only be available when Luna's Knife Knife is triggered, & "I'd like to talk about Luna" dialogue option is only available when My name is Luna is started.
Hence Hopes only put essential dialogue choices which triggers events with these characters (not just Wilfred, but all the girls in freeroam).
If the game was just 100% only VN mode (with zero freeroam), then I'd say your critique here would be very valid, but given Full Experience mode and Just Story mode have got a mix of exploration gameplay in them I wouldn't consider this to be a fair criticism tbh - cause otherwise, Hopes will need to create meaningless new banter dialogues for everytime player's MC interacts with the characters (which would be tons, esp in Full Experience) just to give them something new to say for every instance.
I'm prefectly aware of this concept and I'm fine with that, the problem I have with implementation tho. Let me rephrase it maybe or give some more examples...
In other words, different dialogues during freeroam are a prove that we actually are progressing in the game and skipping day, waking up in the morning, "2 weeks later" etc are real timestamps and we are not a prisoners of first-day-loop.
Uhhh...... I'd hate to break this to ya, but I just don't see this happening.
The only thing the Wilfred's contracts & the Main Story content shares is the narrative and the characters.
Everything else, like the equipment or feats that happen in the game, are either not applicable or determined solely by how the main story dictates it.
e.g.
- MC in my playthrough has not just the gun, but bulletproof vest, Holy Pants, Lock Glasses and more (with some of them even being Legendary equipment. It is (and I mean absolutely no offense by it) implausible to expect all these to reflect on the main story; if Hopes allows one item such as gun to show up on main story just cause player MC obtains it or used it once during Contracts, he'll need to allow it for basically everything else, opening a huge can of worms.
- Every time when player MC gets something new; like a new item; like your example of car or bike? That's gonna change or impact the game.
And Hopes already has an outline/plan of how things will progress set up - equipment from Wilfred's contracts gameplay impacting the story could have consequences of conflicting with his already set up narrative.
- The game isn't a AAA game (like Witcher 3, or Baldur's Gate 3).
If Hopes had a huge team behind it (as well as the money), perhaps it could be done.
But he's a solo dev who only recently launched his season 1 on Steam.
Oh, and don't get me wrong, I like the equipment and the customizing of the MC. But I just don't see what you're hoping happening.
This part is tricky, I agree. Probably even impossible to implement at this scale, true. I think the gun was the thing that annoyed me the most... I mean, MC never had anything to do with gun and now he is able to obtain one. Despite fact him having gun, no one mentiones it, there is nothing like "shooting range is now available" or anything, just stats for mission. I get it, that was the only purpose of gear and I do not demand renders with every possible combination of MC's look
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but maybe the gun could be introduced in a better way?
Skill points can be increased in following ways;
- permanent increase by going through girls events (+1 per each relevant event)
- gear providing different increases
With "give me choice of making money which is not story-related." perhaps you can give an example/s?
And tbh, not sure why you'd want further increase in stats anyway (on top of methods already provided).
If you wish to make the MC basically Superman, there are mods out there by some people that does that; though I really wouldn't recommend them.
Most of the day there is nothing to do really. Stats could be stretched a little (to the scale to 100 let's say) and MC could be simply be allowed to go for a run in the morning, use training base to improve agility or strenght, go to tavern and talk with some people adding some points to his charisma and people actually better know him, shooting range to train some shooting? Based on players focus during story missions simple if-elses dialogues would add a lot flavor like you were improving shooting skill so you managed to hit something more than wall or you didn't care about strength and you were knocked out by some random soldato resulting in 3 more renders and couple more dialogues that you should do better.
In other words (again) this game is very linear but from the start gives impression that is not and player actually will be able to do some stuff, testing different approaches, will have multiple paths at least in couple dialogues. Is linear game a bad game? No, but I feel like dev had more ambitious plans about game but reality hit hard and it became too complicated and time consuming to make it all work.
Uhhh....I'm confused at what you're trying to refer to here (you'll need to clarify this one).
(Gotta admit, I also do not get the "Hitlerjugend" reference.)
Well, it could be the colors and tie or them proudly representing community that in fact is build on evil foundations? Dunno, it came to my mind right after seeing Dominco
Now that's a mouthful! Will try to answer em all as best as I can
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Will write in the quote itself with red text
Sure thing! Do not feel obligated tho, but when you decide to do it anyway then be harsh and defend your statement if you think I'm wrong in there lol. I didn't wrote it to prove I'm right and you are not.
It's in the phone and it's fucking annoying cause it gives phone notifications when it updates.
Which could be muted if I remember correctly? I don't remember it to be annoying in any way. What's more you have picture of every person met alongside with some info about interaction itself. There are moments where I simply do not remember all characters names and being able to check it quickly is something natural to me.
ps. The more I play the more clear to me is the problem I have with this game in general. I find mysterious MC's story intriguing, dialogues are nicely written, there is mafia concept, killing and other quite serious stuff... And then there are guns from the future and from the past lying on the Luna's floor, there are mighty capos and other Matrix people killers, girl on roller skates being killing machine, busty nuns etc... Like wtf. It looks like a comedy but at the same time game suggests it is not. Maybe just not my type of humor? Should it be serious, real-like, funny or what? I do not mind sci-fi world at all but game does not act like it is one, but it is not real/normal either. Kinda having problems with immersion here, especially when attacking Ombra's "town" and seeing there palisades and wooden fortifications...
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