Brainstorm
I know how you dislike grind. I don't like it either. Making money in my game is not very exciting right now. I had a lot of ideas to change this situation. But I want to make the game as realistic as possible. I want to ask you how can I change the money making system in my game? Perhaps some of you will have a bright idea, and together we will make our game better!
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Я знаю, как вы не любите гринд. Я его тоже не люблю. Зарабатывать деньги в моей игре не очень увлекательно на данный момент. У меня было много идей по изменению этой ситуации. Но я хочу сделать игру максимально реалистичной. Я хочу спросить у вас, как я могу изменить систему заработка денег в моей игре? Возможно, у кого-то из вас появится светлая идея, и мы вместе сделаем нашу игру лучше!
Comments (8)
Royalties like an allowance is always an option.... do the initial "grind" and then over time gain money based on your achievements ... more achievements more Royalties...
Grinding is bad when it SEEMS like a grind to go through... not necessarily bad in itself. The big thing I find is when the experience is *exactly* the same; it doesn't matter if the 'grind' (repetition) is combat, work, tasks... if it is so similar you can't tell what 'day' it is (in game) then it is bad. But introduce just a bit of variation and randomness and it becomes MUCH more palatable. For instance, in your game a big part is working at the ice cream shop along with timing your day to when 'Mom' cooks so you can eat free. Having even a couple random events that 'could' happen during a shift along with perhaps a couple regular customers to break up the monotony of the days would go a HUGE way towards removing the unpleasant aspect of the 'work grind'. For example: * a 'regular' costumer that comes in to the shop - say a father and daughter where the father is rewarding the daughter for good work in school with an ice cream cone. This would be a 'mood enhancer' sort of event rather than anything sexual - the little girl is cute and the main character asks her about school, remembers her name, etc. Nothing detailed; just a nice break in the day. * a regular customer that comes in and makes unwanted advances on whichever waitress is 'lucky' enough to get his table - and give the main character the option (occasionally) to stick the other waitress with him or voluntarily take him because she feels sympathy for the other woman. * a random (not common) event involving one of the other characters in the game to come in to give the main character other chances to interact with them - which gives the illusion of the other character taking initiative in meeting / building the relationship. * a random minor wardrobe 'problem' for either the main character or other waitress (perhaps so they work behind the counter the rest of the shift to hide it - which would reduce tips - if they choose). Even something simple like loosing a button on her top - with the resultant increase in tips - along with perhaps a choice to unbutton it after it occurs a few times (a corruption choice). * the other waitress on the shift asks the main character to cover for her because she needs to leave early, take off for a bit - something - to take care of some concern or illness. During that period the main character would use more 'energy' since she is covering the job alone, but would also make more tips (but not salary) for that time period. This could really provide some interesting mechanics if one of the other random events took place during that time she is alone. Small things that do not involve anything really complex or major scripting of events (nor have major effect in the ongoing story) but that break up the monotony go a long way to removing the 'grind' feeling without adding much development or art time. Similarly, having the friend's Mom (sorry, cannot remember names at the moment) act a bit differently depending on how the story progresses those days where only her and the main character are at home would also go a long way to making things less repetitious. Even simple things - like occasionally overdoing it at the gym so the main character has to take the next day(s) off would change up the rhythm of the game so things are less monotonous. Grinding is 'realistic' in the sense that our regular lives tend to fall into a grind - but our regular lives also include a bit of randomness (or periodic interaction with another's schedule) that can take the 'grind' feeling out. Similarly, the inclusion of such variation can remove a lot of the 'grind' feeling of necessary game mechanics.
я просто крякнул сейв и намошнил денег. Зарабатывать их уныло до безобразия, просто кликинг и трата времени. Возможно, если добавить во время работы какие-то рендомные ивенты с артом и мини историями - было бы интересней.
А как крякнуть сэйв?
Как было сказано выше, гринд не надоедает, если он разнообразен (события, дополнительный приработок, случайные встречи). Для особых ненавистников гринда можно ввести в игру дипломат с деньгами, найденный на улице (и связанный с ним эвент).
Grinding isn't bad in and of it self. The thing is you have to feel like you are benefiting from the grind. Many games forget this and just create grind to extend game play or for "realism". A lot of adult games end up creating a maze of cryptic choices where the user plays the same thing over and over. They also tend to not be good at giving proper reinforcement. I've played many games where you just don't know if there is any more game left or not. Anyways I haven't played your game in a long time but I've been thinking about this topic lately. I think a dense game is better then a wide shallow game.
I don't mind the grind when there are random events available.... like in the cafe in Bright Future.
A rockstar sells music, tickets and merchandise. Making money in other ways than "the destined one" is usually "grind". And a tight budget despite hard work is realistically in the beginning. It forces corruption or even harder work. Income sources are plenty, at least in the making, maybe already too much: Cafe, courier, casino, webcam, holes, blogging/writing, prostitution, teacher, music ... luck. So I see no problem apart from some realistic boredom. Some obvious extensions: - A money-lender forcing the MC into the dark, maybe due to paying for a kidnapped loved one or an expensive equipment - small accidental events during worktime (like deception of customers or bosses) - singing on the street / selling (with) music online - modeling / testing of experimental drugs / blackmail someone - the director's cut: take over the drug-dealing business - marry and inherit from Boris ;-)
