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Yikes.. comparing this to the Witcher 3 boggles the mind, to be honest. It's nowhere near the same game. While romances do seem to be the main drive for replayability, it offers a lot more choices that aren't necessarily catered to a narrow demographic. I do get your point about having more content for each romanceable character, but I appreciate the diversity MTAS offers.
FWIW, I do not like your suggestions as someone who is just starting on Sandrock. I do not want to play Diablo, I want to play Harvest Moon. Sandrock seems pretty much like what I want. Lootbox-style fake-novelty is not what I desire.
As an RPG, Portia and Sandrock ain't exactly Red Dead Redemption 1 and 2. But they make a wonderful (and well-written with a lighthearted tone) framing device for cozy game and life-sim mechanics that are a sign that Pathea "knows where the fun is" in their games. (I have a bit of a rant about "knowing where the fun is" on the Traveller's Rest forum on Steam—dig through my comment history if you want to go hunting for it.)
And, of course, one's experience with a game is highly subjective. Sandrock is my personal Game of the Year for 2023 (a game isn't eligible until it comes out of Early Access.)
Rimworld was that for me in 2018 when everyone was fawning over Red Dead 2, and I picked Papers, Please over The Last of Us in 2013, so I'm not kidding when I say that if you're not in games media with an implied mandate to kiss the ring of the AAA industry, it's a highly personal and subjective decision to choose a favorite. I'm sure the Game Awards will fawn over Tears of the Kingdom or Baldur's Gate 3 (lol Starfield), they don't need me to do it for them.
I have played Sandrock many a time.
I played Witcher 3 once. Never did the DLC. For comparison I did Witcher and Witcher 2 at least twice each. I don't hold Witcher 3 in much regard.
Different Strokes for Different Folks. It's all good for us to like different things.
That's the point! You can read about the devs' vision of making Sandrock "BIG" and an "open-world simulation RPG" and what comes to mind is definitely not what Sandrock ended up being. Open world implies freedom to go anywhere and do what you want - or at least complete story segments in the order of your choice (like Far Cry). RPG implies either elaborate build and progression, and/or very strong narrative side with deep characters, biographies, choice&consequence. Sandrock lacks everything I just described, which prompted me to bring up other games that accomplished this.
Skyrim is a great example of a game where main quest does not dictate how you play, where you have great freedom and where replayability is strong, because every playthrough will give you some new experience, location or secret you missed before.
And I brought up WItcher 3 as an example of a game with a few, but very fleshed out romantic options with lots of screen time.
Oh, but you miss the point. Sandrock is ALREADY a Diablo. There are already green, blue and purple tier of quality on everything from your chair to your horse. There are already scrap "lootboxes". I don't want to play Diablo inside my Stardew Valley as much as yourself, but that's the direction they've taken for Sandrock. However, that's the direction they took very subtly. As a result, rather than a full-fledged RPG, Sandrock is best described as the game "with elements". Elements of RPG. Elements of a survival game. Elements of farming sim. Elements of crafting. On their own, they are rather shallow though, which is perhaps the consequence of them going for a "BIG" game.
At its core, the point of my feedback is that "My Time" should be, quite literally, MY time. That I should feel compelled to post a screenshot on Reddit afterwards to which people would react "wow, I had no idea this was in the game!". Instead, it is 1:1 the time of the next guy - minus the choice of romance which is anyway fairly shallow and don't go beyond a couple side quests. Sandrock should build upon and emphasize the minute-to-minute gameplay, expand player freedom, offer choice and consequence. While Sandrock technically does accomplish its goal of being a "BIG" game, it is mostly due to dozens of hours of dialogues and cutscenes rather than variety or depth of things you can do there.
I enjoy this game for what it is, and I prefer it not to change to anything you seem to envision.
Now let's take Skyrim, as I've played that a lot so I can actually say something about it. Yes it's open world, but it has the story and the NPC's of a sandbox and they are so memorable that I don't remember any of it and never bothered to finish the main story. I sincerely don't get the 'every time a new experience'. The romances are a just helper units, they are very interchangeable. You can cook and plant things, and make gear, and some pre-made buildings. It's nothing like Sandrock tho, and it doesn't try to be. Sandrock is a building game with fighting elements. Skyrim is a fighting game with house elements.
Anyhow, if you combine all the things of all the games you mention and like bits of to something new, you get a game nothing like Sandrock. I don't know if it would be fun or not, that's not even my point. I just think it has entirely nothing to do with the game in existence and I honestly don't know why you'd expect it to be like that.
Edit to add: I am going to add why I very specifically love Sandrock, more than Portia even. It's one of the few games that goes the extra mile after the 'story end' to actually *make sure you leave Sandrock much better than you found it*. It's a thing I miss in many games, but feels especially sad in building games. I don't want to fix just the farm/old workshop or w/e, I want to make things better! And I'm fine with it getting somewhat worse first. I mean what's a story without drama. But still. My point stands.