I don't get what you're saying... "I WANT TAMAGOTCHIS TO BE A BORING WASTE OF TIME LIKE VINTAGES! I DON'T WANT ANY UNIQUE FEATURES THAT MAKE TAMAGOTCHIS FUN AND INTERESTING!" I don't like thinking of Tamagotchis as pets because in the anime they can talk and go to school and are just like people. What's wrong with all the engaging features that make Tamagotchi stand out from simple, purposeless virtual pets?
Was this directed to me?
Hopefully my point was well made in the first two posts I created. The history and what they were to start with is irrelevant, however what they are today or the versions in the connection series seams more like someone came up with an idea and they found a way to fit it in vs looking at the design from the beginning and having cohesion between the different levels and stair stepping to reach a goal.
Just look at all the things you can do on the tamagotchi and remove anything that doesn't actually add to the end game (another generation?). Going to the park, eating out, growing food, the shop, items, extra food, tamatown, mail, going to school, getting a job, etc. Those are nice features, but I don't see them as actually part of the end game. However if they were integrated more into the end game (another generation?). But all these features are easily connected together with a little fancy programing.
School gives personality that is used to find the "right" mate.
Job gives you money to pay for things for the "right" mate.
You can Shop for Items to give to the "right" mate.
You can go to the park to find the "right" mate.
You can take your sweetheart out to eat.
You can take your sweetheart out to movies, trips, etc.
If you don't perform these then you won't get married and you won't have children and you won't go on to the next generation. However they can add in special characters based on generations of the same personality. They can add in the beauty queen/king date that is very demanding and hard to catch unless you give lots of gifts and go out all the time vs some of the other characters only requiring food and a rose at home to fall in love.
I'm just saying there is more that they can do to interconnect all these ideas to make the game flow and still keep up the difficulty of raising a pet/friend until they are old.
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