Cartageno
Devoted Member
- Dec 1, 2019
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Dunno. I mean obviously it ain't always clean cut. And it may only be me anyway. But when I get "wrong stuff" on a VN, I still have the feeling of advancement, that now that this is out of the way, we're inching in on "my stuff". After all, at one point in the story it must happen, and we're inevitably closer to that. Whereas in a box I do away with this other stuff and don't get the feeling that it helps my case anyway. Sure, I also got something out of the way, and maybe it even technically helps (e. g. if talking to somebody opened up the gym which I will need later for other stuff as well), but I still feel that I could have sat that one out and waited for the correct update. But again, may be me. (And for the record, this is not a complaint about boxes, a well made one I prefer to a straight VN. Not talking about those you mention which I call "kinetic boxes" and which just get mechanics disturbing a story.)I don't think, that this is a problem of Sandbox vs. VN. But it is rather about story complexity (especially the amount and probably length of parallel substories). The problem you describe would e.g. be the same in a complex, only loosely knitted branching VN, as one does not know, whether the branch one likes to follow might be progressed in the next update or not and one might even need multiple saves to follow all the possible branches in parallel. On the other hand, there are Sandbox-Games, that are basically only "search the right option to progress"-games and work quite like a static VN and thus don't have this problem.