1/3
3 Years of Service
That's so true. Finishing a game is already hard, when a dev makes lots of paths, it just slows down development, and makes the updates slow and slim. I think the only justifiable splits in paths are love/dominance etc, that still make the story go "straight forward" but change the way the characters interact. I think that once a dev does lots of paths trying to get more people to play the game, it usually has the opposite effect. You're still gonna attract the same people, but they're gonna have slower progress and a worst experience.I prefer sandbox type games, BUT only if done right.
Endless repeated grinding of the same scenes to arbitrarily raise a stat by 1 point each time until the scenes changes slightly and allows you to progress is horrible.. like, absolutely horrible.
But a bit of freedom in when you pursue what storyline and which characters you progress with first - etc etc has a preference over a full linear story.
So I guess...
Good Sandbox > VN > Bad Sandbox
(And in any of the cases; being locked out of certain content based on choices is lame -> it means you'll have to replay the game to unlock certain scenes; and it means that for the people that dont replay, the devs 'wasted' time on making scenes that never get viewed etc)
That said, i think good examples of sandbox (that also have the choices done right) are The Tyrant, Desert Stalker, Horton Bay Stories and Rogue Like