So sure, you may all die at one point or another, but at least it’ll be an interesting story.
Seasoned players of dating sims endeavor to experience all the junctures, all the good and the bad, ultimately seeking out their best of all possible worlds.
He pointed out the lack of gravity a character's death has in these kind of games, stemming from seeing the main character and surrounding characters die so many times and how to work with it.
"So basically, rather than the desire of 'I don't want the character to die, so I'll try to avoid it,' we put emphasis on the desire 'I don't want this story to die as is, so I'll try to avoid it,'" he explained.
Another hurdle I see people experience when starting out playing dating sims is that they spread themselves too thin.
They shop around like they would when playing a Bio Ware game, interacting with all the different available characters for too long and find they are suddenly railroaded along a generic path that usually results in a normal ending where you don't kiss anyone, or worst-case-scenario: a harsh death.
Your character may speak of destiny and true love, but you as the player know better and are keeping a meta tally of all your conquests.
Many Western players new to the genre miss out on that fundamental aspect of the experience, writing dating sims off as shallow and basic after dipping their toes in.The first ending many people experience when playing notorious pigeon dating sim Hatoful Boyfriend involves being ambushed by ninjas for "failing to display sufficient intimacy with the birds." You are unceremoniously killed and brought back to the main menu to start over from the beginning or are forced to resume from an earlier save point.Dating simulation games like Hatoful Boyfriend most often take the form of visual novels, interactive text adventures with images and animations accompanying the branching story.There are some people who dislike this disjointed storytelling style, such as those found in transmedia properties, so these types of games may just not be enjoyable for them.999: Nine Persons, Nine Hours, Nine Doors and Virtue's Last Reward director Kotaro Uchikoshi spoke of his attempts at harnessing the player's experience and perception of a game's story during multiple playthroughs.