I'd like to think that "both" is the right answer, but I can't shake the feeling it would be the same bullshit "sandbox" slavemaker has now
Out of curiosity, what's the problem with the slavemaker sandbox? I want to finish all the girls before I try the sandbox mode, but I don't get much time to play, so I havn't tried it yet.
Really , I want DocClox to either do one of two things. What he wants to do, because the things he's said he wants to do interest me. Or to do the things he's most against, because then he'll likely quit Whoremaster. Not that I don't want him working on Whoremaster, but then he'll probably work more on Clonemaster, and I love the concept behind Clonemaster.
True enough. I was looking forward to working on Clonemaster

Controlling an unnecessary number of businesses to buy brothels is annoying. What's the point of that? More features like that might just make the game unnecessarily bothersome when all you want to do is see masturbation material.
Well, it'll be easy enough to start with all the wards unlocked in sandbox mode. And with the wards, we can dispense with the business count requirement, since the wards will have t he same effect. If we disable the rivals and the mayor as well, then there shouldn't be anything to intrude if all you want to do is find girls and look at mucky pictures

But it ultimately turns back into "What do you want from this game?" Everyone's experience will undoubtedly differ.
Hmmm ... a list of features the "sandbox faction" want to see would be very helpful. So far, from my perspective at least, the interaction has been a bit like this:
Me: So, what do you guys want?
Sandboxer: Just, you know, do what you do. Make it better
Me: You can't be more specific than that?
Sandboxer: Dev stuff. Do dev stuff. Don't bother me with the details.
Time passesMe: So, how about this...
Sandboxer: No! You FOOL! You're doing it WRONG! Are you STUPID or something?
So I guess what would be useful would be a list of features, framed as positives, that I could include in the game. If I know what people want, I'll do my best to include it.
The logical conclusion to this train of thought is why bother with a game at all. Just grab some images and whack away.
That's how I tend to see it. What does the game currently offer the sandboxers that they don't get from browsing the image folders? Would a gallery mode suffice, or does there need to be some context in order to achieve the desired effect?
Well the only major concern I can think of that sandbox players might be worried about is the girls. I don't know how the girl archetypes will work as of yet. But from my understanding only girls with specific stats will be available in certain areas. If these archetypes don't change which girls are available when but only their starting stats. Then I see no problem with anything.
The archetype idea is that instead of having separate file formats for girls and random girls, we have a single format for girls, and make random/unique a flag in that format. From a player perspective, the main benefit is that you can open a girlsx file and change any unqiue girl into a random, or vice versa, just by changing one field.
Internally, it means we can tidy up a lot of the data structures, shrink the save file size, and clean up a lot of code, but that's not really relevant here.
I assumed any story elements entered into the game would be side events you may run into, and you may very well never have to do or see. That sounds like it's pretty much still a sandbox game to me.
I think there are two separate uses of the word "sandbox" here. There's the GTA sense of the word, meaning a basically open-ended game with lots of side missions, and then there's the way I belive Slave Maker uses it, to mean unrestricted access to the girls with no encumbering plot requirements.
Naturally this brings up the whole "Town wards" conversation. How will that work? Will it be story progressive?
Well, you'll need to find a way to get access. Bribery will always work, but isn't going to be cheap. Or there'll be more creative ways to unlock a ward. Once you have access, you need to overthrow the rival based there before you can fully control it.
It's a way of giving sub-goals and of letting rivals get stronger as the game progresses, and adding a bit of depth and texture to the game.
I think the issue here is more about whether the PC has a personality or not.(I apologize ahead of time if I pulled this out where it wasn't intended but that's how it looks to me)
You may well be right.
Now here's my thoughts on it, EVER since I saw Docs "broken girls story" I was pertty adamant about having a personalized main character, really added to the immersion imo. His PC was very neutral but not a push over, he had a strong sense of justice but he wasn't going to let someone underhand him. I thought that was really rare in a video game. I even started a whole topic about "defining the PC personality" so yeah, I can say I was all for it. HOWEVER, due to the modability of WM. Defining a clear personality is going to be impossible when everyone adds their own events and characters.
That's a reasonable concern, I think. It shouldn't be impossible to manage, though. If we have character guidelines about the PC, and stipulate that anything that gets included into the main distribution may get the wording tweaked a little, we can probably keep a consistent voice for the MC. And there's always the option for a zip of scripts with purely neutral menu options, or for an MC with a completely different character.
Oh, and thanks for the kind words

I'd like to avoid that if all possible, not matter how good a writer you are, I doubt you'll be able to define the PC as clearly as the original writer. So what i'm trying to say is, I think it'd be easier to just avoid the whole personality and make the PC silent.
There is one other issue I have with that. A completely silent character is a lot harder to write than you'd think. Look closely at some of the Fallout3 dialogue, and you'll see they follow some really convoluted paths sometimes, just to avoid the MC having to say something. There's also a danger of Lassie Syndrome. "
What's that girl? You say there's been a cave in at the old mine?"
So a silent PC is hard to do, and harder still to do well. It's also something I find kind of bleak and depressing. This was the issue, more than anything else that convinced me that I should start my own game.