I see. So every time you go to the local bar at night you will always see the exact same 3 people, and cannot interact with anyone else. Not to mention you will only ever interact in any meaningful way with the owner and barkeep, and will never give the staff anything more than the bare minimum.
There are encounters, though? They're all nighttime encounters, but still. Oh, and how do you know it isn't just the pc and two other people serving the patrons? Why would I care about having a meaningful relationship with people I likely won't meet once my quest is finished? Heck, what's their incentive to talk to me? For the patrons, I'm a quick fuck if the fancy strikes them. For the owner and barkeep, I'm paid labor. If the owner wants to turn me into a tittyslave, that's not really the business of the other workers. Although, there is precendence for the premise that they are equally influenced, thus creating a situation where us tittyslaves mindlessly do our duty for our Goddess without distraction.
While I have not kept perfect track of the time I have spent on the game, I can say with confidence that I have spent at least 20 hours playing the game, and that number could easily be almost double with how I lose track of exactly when I start and stop.
Pathetic.jpg
and I'm sorry you are content with giving no constructive criticism or opinions on how the game can be improved.
The sheer-fucking-hubris of this line alone. Bud, actually read the thread. The last two pages were dedicated positions on ideas and suggestions being pitched. You're late to the party, through fault of your own. Many of your suggestions are bad. I didn't even bother giving your post the "due diligence" you believe yourself entitled to because your observations were very poorly-framed and horribly ignorant. 20 hours to someone who has been here since day one is an absolute joke.
The lack of random meetings within the town, for example, makes the town feel less like a town, and more like an MMO quest/shop hub.
To give it a real-world context, do you approach every person on the street everyday, hoping to strike up a conversation and eventually charm them into an orgy? I highly doubt it, and especially with the current pandemic. It's more likely that at least 30% of them are "speed bumps" to overcome, 20% actively piss you off in some way, and the remaining 50% are either oblivious morons or tolerable presences, usually a combination of both. In a more game-based situation, the same logic applies. How many NPC's would you feel inclined to engage in an rpg or open-world game if the game itself was more densely-populated? I doubt every other child or adult would meet your fancy sufficiently to warrant engagement.
Those numbers dwindle significantly when you consider that, as an adventurer newly-graduated from "Arrow to the Knee University", your skepticism and discrimination for worthwhile encounters is that much more refined, the notion of engaging someone whose existence doesn't result in your immediate benefit financially or otherwise is less appealing. Someone whose new lifestyle is murderhobo/tomb-explorer isn't looking to be Mr Popular via social interactions. We ain't Persona, bub. We're goddamn Jojo's, and our PC can be Joseph or Jotaro. Maybe some Polnareff.
Unlike both of those stories, you have (at least for now) only a single major hub for non-adventuring purposes. This gives you a great opportunity. I rarely think about any of the stuff that happens in city in MGQ and Paradox (Except the boss fights), but that's because the team had to spread the town mechanics and events over so many towns, making them all feel incredibly static.
You fail to understand that in most rpg's, unless Mr Shop Owner is also secretly a kickass monk with the power of an ancient dragon, his life is less meaningful than the rock blocking your path in the desert. Probably even less than the sand you trample underfoot. His existence can probably be summarized with "after I close shop, I go home to eat dinner and then relax before going to bed." Most developers (and self-important "critics" such as yourself) don't get a very basic concept, and I'll link you a clip to position my next point.
You must be registered to see the links
The point that is made is that, if everyone is given significance, there no longer exists the notion of the mundane and everything becomes mundane. Bethesda is infamous for doing this in Skyrim. From essential npc's to basic shopkeepers,
everyone has a voice and
everyone has an opinion on in-game events. It stops being interesting to hear what Belethor thinks about the dragons when his assistant also has an opinion on them. And that random kid. And that other kid.
What I'm getting at is, you don't need everyone or even a dozen people to be interactable in a setting. It even acts as a detriment because now people are looking to complete every interaction in the event something new occurs between characters. It becomes exhausting to look for every little detail and distracts from the main quest.
Note: I feel like I should clarify my thoughts about the town slightly more. It works quite well at the start, but I started to feel like I was just going through the motions inside of it about half-way through will-power temple. In all honesty, if it is deliberate, it is a very workable way of presenting things, The human side being as it is, and the real story pretty much happening on the continent. It would be symbolic, in some form, but again, I feel like going down this route and not having the ability to integrate more deeply is likely a waste of chances for other events and worldbuilding.
What world-building do you need? The exposition at the beginning and the guild leader lay it out. A war happened where monster girls threatened the world until the Goddess came down, said "knock it off you horny cunts" and sealed them on the island. The island serves the dual purpose of keeping the monster girls imprisoned and training future adventurers. Your character is a new graduate who forgot to read the part that said "your education isn't free, grass, gas, or ass, bub" and now you have to either put those skills to use or learn to wait tables. You want world-building for what? The imps who inhabit the caves, employed by one of the lords to waylay adventurers such as yourself? They serve a purpose. Even your precious Monstergirl Quest didn't go as in-depth as to why one big-titty imp inhabited Alice's castle and wasn't simply kicked out long ago.
And, keep in mind, this is a single island in what I suspect is either a medieval or pre-industrial society. I highly doubt there is as dense a population occupying the landmass, let alone a significant group of paired-off explorers who want any business with each other except as a means to an ends. How many other adventurers waited for you to (un)intentionally lose to Nara for the nth time, only to sneak by while she was distracted? We don't know because it's not relevant. What is relevant is your progression. You are the protagonist, and your actions are the only ones with consequence to you. Building anything beyond that is padding. As someone who enjoys comic and anime, and the occasional rpg ("occasional" if it meant "99% of my steam library"), I can tell you that unnecessary padding is the biggest joy-killer for me. Hell, when I read a book, padded chapters annoy me. You don't need to describe every goddamn pubic hair on some dude's scrotum to establish their character. How they act and behave in a situation tells me more about them than a lengthy description of how wide their gait is.
Basically, less is more in a story. The less we're told about some things, the more we are engaged because we (as the viewer) are allowed to speculate and imagine. Remove the mystery, you remove the allure.