I see the Point in using different skeletons for digitrade Models and for male and females. Glad you mentioned Skyrim, As you said when you use different Skeletons you start to have alot of issues with clipping height differences etc. thats why a specific skeleton is recommended when using animation mods which adds the bones needed for sexual animations with penetration and it is a unified skeleton who all the animators use in Skyrim and Fallout. When making animations with different skeletons you have to build your animations almost from scratch. If, on the other hand you use a unified Skeleton you mostly just have to adjust positions on the x axis, if you ever played around with something like Koikatsu Studio you know what I mean.
I think you missed what I was trying to point out. Skyrim does use a unified skeleton for each sex and suffers because of it. There's always clipping issues due to users having different body shapes than what the animator used when making the animation. This isn't me just talking nonsense, this is something that actually discussed and I'm pretty sure is even mentioned on the mod pages for Sexlab and OStim(porn mods for those that don't mod Skyrim). One of the main animators for the Ostim series, Ace, even includes an edited skeleton from the usual XP32 for this reason. It isn't as simple as making adjustments on an axis, because that won't cover the plethora of body shapes, heights, etc that users have for their characters. This is also why Sexlab and Ostim comes with built in ways to move around characters in animations, because they know people will be using all kinds of body shapes to their preferences, and there are even animations made specifically for certain builds. For example, I think it's either in one of the Billy or Baka Sexlab animation packs that you can find animations made specifically for larger males, and since all males, like females, share the same skeleton, it leads to clipping issues when you use a male character that's smaller than the intended size.
So to bring this back to Wild Life, it'd suffer the exact same issue if they were creating animations for characters that had unified skeletons. It already has clipping issues when using some characters that share the same skeletons let alone different ones(ex. Dr. Mercer has clipping issues in some animations made for Maya despite Mercer sharing the same skeleton as Maya). Max and Bol have a large difference in their builds, if you were to put Max in any of Bol's animations right now there would be all kinds of clipping and alignment issues, but since they don't share the same skeleton, and animations are made specifically for each skeleton, it works out smoother.
Funny regular GTA titles take around 3-4 Years in development and you honestly don't compare a title like wildlife to GTA do you? Mostly Developers also work on more then one Game and sometimes develop their own engine which takes alot of time. And that Rockstar need alot of time for GTA 6 is just because they made RDR2 in the meantime and where focused on the cashcow called GTA Online.
TLDR: more money equals more ressources, this doesn't mean that the develpment scales exponentionally, but more people working on the same thing or work getting better distributed means more work getting done in the same time.
The point is that these multi-million AAA studios despite having hundreds of employees still take years on end to develop their games. Bungie was working on Destiny 1 since around Halo Reach iirc, Rockstar had around 1000~ people developing GTA 5 over 3-4 years I believe, etc etc. Yet people expect the Wild Life dev team which is significantly smaller and doesn't even come close to having the budget of these larger studios to perform miracles and work at their same pace. Frankly, y'all are lacking a grip on reality.
Nowhere I said the "game" is shit it started of pretty well thats why I supported it in the first place. The problem is that the scope of the game was changed so many times I'm not sure even the developers know what they want to do with it. And they do have alot of talent, that is not their problem. I really think (better said I hope) their just overwhelmed with the scope they burdened upon them and they clearly lack leadership who know how to streamline processes.
My analogy came from you saying, "
If they would call it a Sex and Sandbox framework everything would be fine but a game it is not."
Hence me giving the ridiculous example of someone complaining to a cook about their food being inedible when it isn't fully cooked yet. You're complaining about the way they lable the game because there's only Sandbox atm when the game isn't complete yet, and they've made that very clear it isn't complete and isn't due to be completed anytime this year.
Yeah I never said that they didn't put any effort in, I did say their animations are top and I love them, their animator clearly knows what he is doing. Even when it's giant step forward from SB1 to SB2 it added nothing to the Gameplay. What they first had was great back then when you startet out with Mia and first came down to the Kerpali village but, as I already said they changed the scope again and again and now we just have a huge Sanbox with nothing in it and the promise that "soon" something gameplay wise will be added. Until Unreal 6 is out and the whole cycle starts again.
Just because you don't consider Sandbox gameplay does change the fact that it is gameplay, no different than someone creating content in Little Big Planet, Minecraft, AI Shoujo, or any other game that includes a Sandbox. The difference here is that Wild Life isn't a completed game and is still lacking mechanics for interaction. Literally nothing has changed and the devs have explained MULTIPLE times the reasoning on why the removed things from the Old Wild Life map, but here are links to the posts that talked a bit about it
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, but if you want a TLDR - there was a vote for the Patrons where they decided whether quests should be rolled in with builds as is, or wait until they were more polished, and the patrons voted to add in quests once they were more polished. As for the demo and assets on the Old Map being removed - the demo was just a demo and had no relevance to the campaign, the the assets on the Old Map will either be updated and repurposed, or like the demo, it only was there to serve as a demo.
What really kills me about all of this is that this information is free, these dev blogs or whatever you call them is available for everyone to see. It isn't like Fallen Doll(I keep mentioning Fallen Doll because it's another Unreal Engine game I was looking forward too, but the developer is extremely shady now) where you have to subscribe to the Patreon just to see these kinds of updates about the game, the Wild Life devs made it available for anyone to view at anytime. They're even active in the discord server answering questions throughout the day.