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Do You Like Sandbox Elements in Visual Novels?

I personally don’t mind it … it’s when you have to replay the same scene 15 times to advance once it what bugs me…. As for the sandbox aspect it can be well done and it’s what separates it from being a book to a game for me personally and having the choice of what storyline to advance next rather than being forced to wait months to see your fav character once again
 
So many aspiring games died switching to sandbox because the dev subsequently get burned out/was out of their depth with the amount of coding needed/could not fulfil the content per update needed to justify the sandbox.
 
I like sandboxes that actually add freedom, especially with feMCs that can get naked. There aren't many, but they do exist.
 
Depends how it's done. Some stories are basically a VN with an annoying sandbox layer.
Sometimes it does work.

I tend to play sandboxes when I'm in the mood for a slow "reward".
 
Time Loop Hunter would be one. The game is built around having specific events trigger on specific days and having to constantly rewind time to take different paths, interact with different characters, explore the different outcomes events can have, etc... Which would be impossible to recreate in a standard linear VN.
Shame that it has kinda collapsed under its own weight by years of content being added to the point it basically requires a walkthrough to play it as the in-game hint system is not sufficient and you will get stuck because you're missing specific sequence of choices somewhere.
But still, interesting concept.
You are absolutely for time loop, I really liked the concept but felt like a grind after a couple of years
 
its like the ultimate fantasy, but it would only be good if it would get to the hands of a very big studio
 
99% of sandbox games, are made by people who have zero idea on how to make a game. the directions are unclear. and its typically super grindy.
I refuse to play them.
 
I see talk about extending play time and milking which can be a reason for sandboxes. However, I also see it as a way to make it easier for updates. If you have fixed areas and times for events, then adding content can be set to one (or more) of those areas or times. So, it works as a system to aid in organizing and placing new events. When working without those areas and times adding something between two already existing events might require a massive amount of work to be allowed.

Yes, it can be irritating for players to jump around trying to find things. However, if care is taken with the story and organization then a sandbox can work.

Just a thought.
 
Personally speaking, once i see "Sandbox" within the tags, i usually shy away from most games, why?

Because the way the whole Sandbox stick is done is comepletely annoyingly designed without any benefit to be found in it.
It turns into a grind, which would be fine if minigames or interactions with charackters within said grinds was actually rewarding and interessting, but sometimes it feels like the Dev just wants to piss you off on Purpose, as if they just made it Sandbox for no reason other than putting the Tag in.

There are Games that were Enjoyable though.
Summertime Saga and Taffy tales were pretty good in that regard.
"The Restaurant" seems enjoyable in that regard aswell.

The Bad sides usually come up once the system behind a Sandbox game feels empty and/or overly complicated for no Reason.
 
Many games think making 4 clicks to get to the 1 click scene is a good idea. Sandbox in a VN is horrible.
 
Less work? VN people can just hold ctrl and skip everything, including the story the dev worked so hard on is my guess.
 
Good question my opinion is they love to pad there games with meaningless content, or want their players to suffer.
 
If they're grindy I simply do not touch those games, EVER. But I don't mind sandbox, but could live happily without it.
 
Sandbox games appear in AVN if there is no strong narrative thread. It allows the developers to develop content on the fly instead of having to consider plot or story.
Why? Because if what they are making is unpopular they can pivot and work on something else and the players can choose to not participate in the content. This builds a wide and shallow player base, but a lot of unfinished storylines unless the developer is invested in it. It is just easier unless the developer has a concrete vision of what they want their game to be.

Honestly, a lot of games bloat into open world or quasi-sandbox as more content is added and ways to 'skip to the content you want' is put in place. Sometimes it would be nice if developers could just finish a game and create a new project, but that requires them to know where they want their game to end.
 
I've played a few, my main gripe with them is that I am afraid that I'll miss something, that the dev makes an event that only happens at a specific time & place so I end up checking everywhere each step in the cycle. It is a huge waste of time. They need to add some sort of indicator to show if something is happening at one of the locations. But I really don't see the point of setting it up that way when you could just throw choices in the story, "you're done with work, do you go home or to the bar?"
But I'm coming from the POV of seeking these games as a porn choose-your-own-adventure story, not for it being a game to play.
 
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