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I'm a stop-and-smell-the-roses kind of player, and my first game took over 70 hours to complete!
I don't think I would ever go CG hunting unless I was making a save game with branching saves, and then reload from a certain point to continue on. It's not really fun for me, though, so I don't bother.
I think the game that has the perfect amount of gameplay + story + length is Princess Maker 4. That has a once monthly schedule divided into periods, with an option to go into town and get events with characters as a rest option. There are 3 major and 1 minor male love interests you can get events with, and 3 major and 1 minor female friends/love interests (though of course the female x female romance is really light, it was 2005 Japan, and goes the "Romantic 2 girl friendship" route). But of course that one hasn't been released in English, and is an ordeal to even get to work on a modern computer with a machine translation. (I think it takes me something like 3 different programs that require manually inputting 2 different scans for text each time I boot it up)
(I mean, from a vocational standpoint, what he said really was immature and unprofessional, but from a personal standpoint, I found it hilarious.)
I know that in 2015, there was some kind of similar Princess Maker-like game by Gainax that Akai was involved with called Ramen Goddess that did...not end well. Basically all there is on the page is a 2017 update saying that they've stopped selling the game and they're sorry to everyone that purchased it that they were never able to finish it the way they'd like.
Yeah, that was really dumb. Especially since when you throw items AWAY, you get the option to just enter the amount.
But not for buying, oh no.
I really can't imagine playing the whole game on normal speed (And then you get just ONE ending). Well the challange keeps me going, but it could be way more fun with less repition. It's a pity, the concept has so much potential. :(
Thats like 10 times the length of the old games.
And then what? You hold CTRL pressed and fast forward through 3 years so you can finally end that playthrough.
Thats not good game design. The old games you had to make tough decisions and ration your time to reach the desired stats for the end you wanted.
But here? You have so much time and its so easy to get money/items from the moment adventuring unlocks, the game has zero challenge in the end game.
This is actually true. I think there were only a few things I didn't have maxed out, like Swimming, at the end of the game, mostly talent stuff that I didn't really focus on. I think it's the fact you're on a weekly schedule rather than monthly, and you can use Sundays to get extra stats on top of it too and decrease stress in some situations.
I think the only real way to not get max stats is to basically challenge yourself. Like instead of going out on Sundays, have your daughter do what she wants instead, or give her a lot of free time to do whatever instead of sending her to classes/work. Or basically force yourself not to use stress decreasing items.