On a side note, an old yet memorable RPG “Thousand Arms” also has some dating sim elements thown in it (love the game ^_^) but here is the problem: that side of the game requires you to progress quite a bit far into it (before you have the first actual date, the game is just about adventuring, dungeon crawling, boss fighting and leveling up). And many players just can’t wait to get to that portion after they’ve been worn out with adventuring.
I wouldn’t say it’s bad, but this is a path that games like PW really shouldn’t take. I know many of us is not like me, who is willing to stray away from the story for a while just to beat a tough boss to death :lol: (during those instances, the story progression is equal to zero). They would like to just sit back, sip a cup of tea (or coffee, whatever) whiling reading the text and don’t give a shit about how the protagonist actually beats his enemy, and just let the story flow without pulling themselves together to “make” the story progress. It’d much easier to enjoy PW as a story without the card battle element, but also much interesting to enjoy PW as a game with it. A game or a story, there will be people who would like to enjoy it in either way, so the ones that would like to enjoy PW simply as a story would be likely to scream out loud: “Oh god, why can’t i just get rid of this card battle and let the story continue? Let me win already! I’ve already lost the battle 1337 times (lol)” :lol:
Oh, and i get this feeling that the game storyline won’t progress if i lose a single battle. But what if it still progress if i lost the battle? You know, a game can make that lost just another path (in a simplified and sarcastic way, it will be similar to showing you 2 choices: “Win the battle” or “Lose the battle” :lol:). Maybe PW doesn’t let me continue if i lose, but just think of it, it could be a solid mechanic (in the battlefield, sometimes you’ve to lose on purpose, you know)