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Never really understood why devs make sandboxs, the concept is a failure yet they keep doing it.

  • Thread starter Thread starter crappycrap
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I see a similar relation between sandbox and regular VN as between DAZ and Honey Select: Regular VNs and Honey Select graphics are comparatively easy to get right, but they have a somewhat lower ceiling for what you can achieve. For really great results, sandboxes and DAZ seem to be the better tool. However, most developers are not anywhere near the competence required for them. So the problem is overconfidence or underestimating the difficulty of sandboxes and DAZ, especially in relation to regular VNs and Honey Select.
 
As a mechanic it works perfect, hits the reward synopses in a addictive gambler type of way. Illusion of choice and depth too. I have not done one myself, but I imagine it works well with ordering events and easy to add new content on top.
Yeah, that's the point. Most of them are shit, but the ones that manage to hit a sweet spot can keep you busy for a long time, even if it is with repeated content.

However, I think one thing that rarely works are those life sims - games where you have to buy food, go to the bathroom, etc. Managing the smallest aspects of the daily life is boring and too much busy work for a fap game.
 
agree, i always skip sandbox games even if the art is good, especially if the grind is long
same, the few times i download them i usually end up having to macro them just to get around the grind xd
 
I think it really depends on the game. Sometimes sandbox just means you get to pursue the girl you want scenes with. Often you have to go through alot of game to get time with the model that you personally like best or maybe drew your attention to the game in the first place. I think Agent17 is a well done sandbox game. Of course it's harder for a central plot to develop as smoothly as intended if I can go where I want, but sometimes I don't care.
 
It's true there are many jank sandbox games that are far too grindy or difficult to navigate.
Also sandbox games usually have an endgame that allows you to go around smashing whoever you want. Standard AVNs usually just have and "endgame" of loading clips you save marked. For me, not better or worse, just different.
 
It's true there are many jank sandbox games that are far too grindy or difficult to navigate.
Also sandbox games usually have an endgame that allows you to go around smashing whoever you want. Standard AVNs usually just have and "endgame" of loading clips you save marked. For me, not better or worse, just different.
Also sandbox actually requires an excellent writer because the script should be self-fulfilling enough for the player to navigate it organically, the writer should at least project into the role of the player.
I remember only one game like this and I think it's either incomplete or just abandoned, it was game where you gain access to a portal and grind dungeons of increasing difficultly, or something like that.
People get turned off by sandbox because it usually makes them get lost...bad writing...now combine so with bad coding, and it's just over.
 
Many of them miss the mark, but there are plenty of full sandboxes like Harem Hotel or A House in the Rift that make a shit ton of money so financially the concept isn't a failure.
 
Sandboxes, like any game mechanic, can be done right, and can be done very, very wrong. Use them to tell a set of stories that are independent of each other, and can be told in any order. Let the player pick and choose which stories to experience, and which to leave out. Cool.

But if your idea of sandbox is "here's an event that only triggers if you hide in your sister's closet at 3:17pm on Tuesdays" or "peep on Mom in the shower 85 times to progress to the next scene", what the fuck is wrong with you? Sandboxes that give me repetitive stress injuries in my finger from clicking to get to the next bit of content can fuck right off.
 
When playing adult video games, I don't care for sandbox mechanics. Additionally, I believe that point-and-click segments in visual novels undermine immersion when they aren't connected to the story.
 
It's a thing they want to get right because if they do get it right, and it works, everyone will want their game.
But a lot of them are bad, with weird movement, or mechanics that require so much grinds its like a trainer game but with your stats and no easy exploits to abuse like other open world games.
 
Sandboxes, like any game mechanic, can be done right, and can be done very, very wrong. Use them to tell a set of stories that are independent of each other, and can be told in any order. Let the player pick and choose which stories to experience, and which to leave out. Cool.

But if your idea of sandbox is "here's an event that only triggers if you hide in your sister's closet at 3:17pm on Tuesdays" or "peep on Mom in the shower 85 times to progress to the next scene", what the fuck is wrong with you? Sandboxes that give me repetitive stress injuries in my finger from clicking to get to the next bit of content can fuck right off.
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Some sandbox games are really fun, don't throw everything away.
 
I like we'll done sandbox and point click. Having options to do different things helps me feel like I'm doing something rather than watching something. BUT poorly done they suck hard
 
Not really though. Games like summertime saga and nlt games create very good sandbox games which i enjoy immensely
 
Depends of type of game. For Visual Novels games it will mostly lead to failure but it game is for example about survival and is not visual novel then it can work. It all depends on skill making the game and how creators plan it to work.
 
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