lol dude when the game runs like dogshit and arguably looks NOTHING as visually appealing as Operation Lovecraft (for example) there is a LOT that can be optimised, they just don't know how to do it. Not that I would know how to. Lovecraft runs perfectly on my PC while WL runs like shit, and before you spit all the "bigger environment" in my face, IM AWARE OF IT, but if you know something will run like shit given a big environment, you don't create a big environment before actually making sure you can at least play it.
With story? no idea. Without story? go for Project Helius aka Operation Lovecraft. The cracked version probably won't be updated anymore but it's still better-looking than anything else I've ever seen.
This is wrong/disingenuous. Not sure about you, but I've been following and playing both WL and Paralogue for nearly a year or so and I enjoy both and think they're still the benchmark for large production porn games. Wildlife in my experience has always had great performance which has actually improved alongside the physics and graphics also getting improved. In saying that, the fisher village level will tank any system that isn't up to spec unless you lower settings. Performance in the fisher village level (really just the camp/ship area was bad initially, then it was dogshit. Its gotten better again now, perhaps with a little room for some more optimization, but doing that would be tricky without lowering the visual fidelity of the level. I think the fisher village and jungle blockout levels are being used to establish where the sweet spot is regarding optimization and level detail. I'd argue that the camp itself is the only area that runs poorly, but even if you discount the entire fisher village and jungle blockout maps, you still have the original map and the showroom. Playing those areas has never been a problem; 60-80fps for me at 1440p, while using reshade (spawning less actors helps this a lot though). Wildlife has a bigger map, yes. with forests, dynamic lighting/post processing effects (godrays, particle effects), I think it runs laps around paralogue easily. Wildlife has physics and collision that are so far ahead of paralogue you can't compare them. The animations are smoother, better and there's way more content in wildlife than paralogue in that regard too.
Wildlife has actually improved in visual fidelity with each update, despite some issues which are usually recognized and dealt with. Paralogue in its current state is largely downgraded compared to earlier versions. Lighting and shadows are noticeably much worse than 0.30 versions and earlier. Since then, there's been constant downgrades with barely any performance gain. The workshop environment has had broken shadows for the passed 3 or so releases. a great PC will struggle to push 60fps at 1440p and there's also horrible ghosting effects (look at the big the glass wall youll see). supersampling is required to reduce flickering, or plain useless depending on your resolution.
TL;DR
Wildlife - updates that improve performance and graphics, runs great for the amount of detail and physics
Paralogue - updates that downgrade graphics, poor optimization thats not being addressed effectively (yet)
Paralogue looks great, but only because of very talented artists. It still has shit optimization. They have mentioned they have designed an entirely new framework/game engine that they are transitioning to with the next update, I think because the developers see the current engine is not sustainable. The guy before you complained about these types of games building off shit code that only gets worse, paralogue is your perfect case study...