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That's the answer. Don't like it, don't buy it, never leave a review.
Like the demo, buy the game, leave a positive review.
The game is really good. Just not for you. And that's fine.
I think it comes down to it's relatively easy to progress through. It has little "mini games" that aren't difficult in task but need your focus. The ability to be somewhat creative in mixtures.
I think most of all it's just the idea of it all. Sometimes simple escapism is nice.
I hope they add quests/storyline later on. Need to hire a crooked Lawyer like Saul, need to deal with the cartels etc. Maybe have police raids on your weed house if you leave too much rubbish outside.
YOU NEVER STOP!!
keep in mind that in the end it may all come down do "tastes differ", but i'll explain what i enjoy about this game, and by extension what i feel is missing in much bigger budgeted games:
contrast this with a game like GTA Online, that on paper should feature a similar premise:
you can own and operate various illicit businesses in GTA Online, including ones present in Schedule I.
but in GTA:O it is all abstracted. all business play out the exact same as far as game mechanics go, and only the proverbial label on the can changes.
you start literal missions, go to point A and pick something up, take it to point B, and thats all. often combat is heavily featured, and enemies keep coming in a way where you cant avoid them by being sneaky etc - they just know where you are and keep coming.
then, the businesses themselves simply run on a timer and eventually accumulate product.
when you are ready to sell the product, it again plays out like a literal mission, going from point A to B with heavy combat along the way.
even worse in public lobbies where your locations is always visible to all players, and all those players get a clear directive by the game to go destroy your mission vehicle, for little gain to them but big loss for you.
in any business mission you do in GTA:O, you are stuck with mission vehicles that are presumed to contain the mission specific items, but you have no inventory management and can not, for instance, unload the items and put them in a speedboat to transport them by way of water.
everything players out like a mission, and you are expected to have the experience the mission designer intended.
now, contrast this with Schedule 1.
the business mechanics are immersive and not only do you have to procure the needed supplies and handle them as actual inventory items, but you also have to operate in-depth aspects of each operation.
there are no actual missions, so the player can decide how and what they want to do and focus on, rather than the game loading up a strict set of veritable triggers to traverse.
you can be as sneaky as you want, decide to use one property as a base of particular operations, repurpose that if needed, use another property as a stash house only, move items between properties freely and for whatever purpose you decide yourself, learn the best routes and shortcuts between locations, etc.
the world/location itself is a fixed and "living" world and you can get to know this world and its inhabitants, their daily schedules and, if customers, preferences to interact with the selling part of your operations in any manner you choose, again rather than have a set of triggers loaded for you.
you can sneak around to avoid law enforcement, and knowing the area helps with this so ideally you encounter no opposition at all during a deal/transport/supply run/etc.
so tl;dr:
this game does a lot of things than you would expect to see in at least a single AAA title. but i have seen no AAA title go this in-depth with the premise, and those that even touch on it in the first place use abstractions and arcade-like mechanics to deliver what i presume is intended to be a more exiting and action focused experience.
but meanwhile, a lot of players (as evidenced by the success of this game) have been craving the in-depth management, busywork mechanics, and freedom that this game (and "VotV-like" games) offer - the supposedly "boring" stuff avoided in the AAA context - and players like me have been starved for games like this to say the least.
so again - if that does not appeal to you in the end, it is probably a case of "tastes differ".
10 million percent this, more people have to accept that fact that some games aren't for them no matter how popular or high rated they are.
I guess you don't like it, it happens.
If you didn't like the demo then we can't explain it to you, but that's fine, people like different things.
In essence it is:
- simple to understand craft&explore loop with a lot to discover
- allows for experimentation and doing things your own way
- funny npc interactions
- immersion