by TheBrain » Thu, 12Nov15 23:05
Just caught up on this thread, I'll add some of my thoughts.
First of all I tend to agree with ExLibris that I don't a clear reason for this to be a sequel. This was one of my first thoughts about Peril in Pleasantville (let's call it PIP :P), since it's based on Goblinboy's School Dreams universe, but both the physical appearance and the character development is so different that the whole connection seems very vague. I think continuing with that is not a good choice.
Rather, why not start fresh? You have the character models already, they don't look anything like your previous game, so nobody will go like "but this was Katie!" or something. You can develop unique characters without being confined to anything. And I think you should really ask yourself why a certain character is in the game, what their purpose is, do they contribute to the story, etc. For example, in PIP I thought a character like Contessa was really underdeveloped and completely separated from everything else, and yet took up the spot as a "dateable" girl. Besides the few sex scenes with her she could've been removed without any consequences.
If you take a look at SD3 (or Meteor for that matter) you can quite easily see the necessity of some characters. In SD3, Molly and Becky were the main love interests (and had the most sex scenes because of it). Melissa essentially was the "fail condition", even if you screwed up you would have her at the party. Alison was quite a secondary character, but vital to the development of the plot. And then there's the rest of the characters who are more there to add substance, some bonus content if you will, but even then there's some who have some effect on the plot (the girl at the cinema, Charlotte optionally provides money, etc.).
Secondly, I think you should really consider what size of game you are aiming for. PIP felt quite empty: there's a lot of locations with nothing there; there are quite some characters, but little interaction options; and there's a lot of time with nothing to do. I'd rather see a smaller game that's well executed, than a larger game that just feels empty. And on that note, a smaller game with some replayability is probably also better than a larger game that you can only play once.
I disagree with ExLibris on the size of the town. For example I think Meteor had the size of the town spot-on, compared to the scope of the game. I personally never thought the town in Meteor to be small. But even then, you need to make concessions when it comes to gameplay. Getting around easily and intuitively is way more important than the actual size of the town (for example, in Meteor you just go south from your house to get to the college). Once again it's a matter of asking whether a location is really necessary, and whether the paths the player takes a lot are convenient. In PIP getting to your girlfriend was something like w,w,w,s,s,s,e,n? That's not convenient...
Thirdly, IF you do a story like the aliens in PIP, make sure it interweaves with the rest of the game. For a player, making choices that matter is important. For example if on day one you don't investigate whatever storyline there is and instead go on a date, then the story may escalate and prevent you from going on a date the next day. Stuff like that will make playing much more interesting and make the story part of everything the player does.
Finally there's just the stuff I already mentioned about your other games, mainly time management was a big issue..