I broadly agree, and think there is room for improvement, ideally with fewer, more meaningful interactions between characters. That's my main concern with Engage so far indact, it seems to be throwing dozens of dull, shallow characters at you that mean the sim side is reduced to a few lines of dialogue and the combat side is awash with disposable mooks that likely either won't be used or will be killed without any kind of emotional impact.Thing is, Awakening had nowhere near the wanky anime levels as Three Houses.
I think that's the point, it was pushed too far and the overall game suffered as a consequence. As I say, it's just about rebalancing things back a bit, and that's what they looked to have done here.
I think it's just a little bizarre take to think everybody who liked the new direction the series has gone would be theoretically ok with sacking off the actual core gameplay. What would be the point of the relationship simulator otherwise? I thought it's purpose was to support the development of your team for battle. I know people are suckers for all that shit but there's a limit to far you can take it.
Anyway the proof will be in the pudding when we can compare sales figures for this new entry with Three Houses. Then we'll know for sure.
But the deduction based on the existing evidence, that more people would care about the relationship sim aspect being removed than the combat, is simple and really not soemthing you can argue, given sales and known facts about the viability of the franchise.
Ill be generous and say 10% of fans liked the game without the focus on relationships enough to buy it.
The other 90% of fans liked the game enough to buy it only after the introduction of the inclusion of a heavy focus on relationships, that means it was that included feature that made the game worth owning for that 90% of fans.
Hell, there's also at least some of those older players, like me, who now couldn't imagine the series going back to what it was and being worth my time. It's as important as the combat to me now. So there are likely also an unknown percentage for whom it is now more important too.
It's a safe extrapolation then, to say that the feature that a vocal subset of the original 10% dislike, is the most important factor in enjoying the game for the 90% that bought specifically for it, not the prexisting combat focus that they could have bought the games for, but didnt, and that if you were going to take a risk in removing one or the other with a new entry, then removing something possibly critical to up to 10% of fans is less of a risk than removing something definitely critical to 90% of fans.
Now that isn't to say I want either removed, I'm just pointing out how incredibly fucking stupid and selfish those demanding the relationships be either reduced or removed from the games entirely are being.
I personally would like to see fewer unique interactive characters, with much more and deeper interactions, coupled with the inclusion of generic troop units for the combat side, that would allow for disposable non interactive fighters that exist solely for battles.
That would allow those that don't like the relationships to be able to skip them more quickly, or ignore rgem entirely and use rhe troop units, while that massive majority that are buying because of relationships get a better quality, more meaningful experience.