- Sep 3, 2018
- 9
- 1
Right so first, kinda hostile ngl, you seem to be making some assumptions about me that aren't entirely true. It seems you think that I view everything under my dislikes section as equally bad issues. They're not. Some are worse than others, and hell, none of them are all that huge on their own. However, they do tend to compound on one another. In any case, since this post seems kinda hostile, and I got pretty heated writing my response, I hope you don't mind some minor swearing.First, the issues you are complaining about can be found in any game of this nature not just HTML. So you could have left that out of the description entirely.
As for sisification I don't like it at all usually is liked by a different reader class or group than I am a part of. That said I understand how it can be viewed a part of the corruption genre.
Grindiness - Not exactly the smartest complaint I heard regarding these types of games.
Understand other than using magic or drugs making a person change their behavior pattern is a process. The point is it isn't something that is instantaneous. Using something like violence to get the desired effect doesn't work in the long term. It causes other undesirable effects over long term. You are more likely to create a person who is a shut in and hides from society rather than change them in the desired way one wants.
Corruption is actually called behavioral modification in real life. Usually the most successful way of making a long term change in a person's behavior takes on several combined methods incremental exposure and changing the way the person views something through therapy of a nature. (Therapy doesn't mean they need to sit and talk to a therapist or psychologist) It can be as simple as them talking to different people who influence them through their normal daily interactions.
Ever heard the term, "You can judge the caliber of a man by the friends he keeps."? Well it's true in a number of ways. The type of people you choose to surround yourself will influence you over time and you them. You absorb all the stuff they say and your brain processes it. To what degree that takes place is dependent on stuff like your personality type and your resolve and how much you let others influence you and your education and intellect.
My point. There isn't a game that actually shows the full length of what is required and the amount of time. Authors have already short cut the process to living hell just to make it a game. You however are complaining about it being grindy. That makes me think you are the type that needs his gratification instantly. Sounds to me the game more suited to you is the magic ring that instantly turns every girl into a slut begging for your cock or the magic potion or chemical cocktail that does similar.
" -I despise how many times I have to click to do repetitive tasks "
This is the exact same as your first bullet about it being grindy.
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"-Due to both of the above factors, I hate how a lot of these games don't have a cheat or even hint button "
Proving my point on that instant gratification here.
Here's a hint try something you haven't in the game! Visit all the areas you can and try all the different things you can. That's pretty much the way all those games are played. Not real difficult. In fact its so simply I can setup a script to play the games.
"-The left sidebar in these Twine games "
This is a complaint about the twine Engine. It's not all html games use twine. It also has shit to do with corruption games in general.
" -Some of these games have way too many submenus which compounds on the too much clicking problem "
So you want a game that plays itself. Laziness goes back to what I said about instant gratification.
I think the perfect game for you would be a slide show of the pictures. That way you don't need to click it just runs through the images.
"-Some of the gifs used are just really low quality or are too uninteresting "
Again this hasn't anything to do with corruption games. This is an issue with individual games and the quality of art used.
This is the type of shit you should put in that games review.
" -Some don't have the dang time-skip/wait button despite having lots of time-based events. "
Again an issue of some individual games. That issue is created by that authors choice. Something that belongs in the games review and again has ZERO to do with corruption.
" -They'll feature corruption but more often than not, you get like 3-5 love interests " Again a content complaint. Belongs in a review.
Your like list is some what better but still relies a lot on the content and author individual choice and game engine.
It doesn't seem your literary instructors ever taught you how to pick a topic and stick to it.
Most of what you wrote is complaints regarding twine game and content of some games you played.
You pretty much wrote nothing at all that is directly specific to corruption games in and of themselves.
In short this would better have been titled, "what I dislike about a lot of twine games."
About the left sidebar: There have been games I've played that have made excellent use of the sidebar and also don't make me scroll too often. But what often happens is the dev will shove everything and the kitchen sink in the sidebar and after a while, that gets kinda annoying. It's by no means a big complaint, just an annoyance I thought I'd point out.
About the grind: First off, fucking no, I don't want the game to be "instantly turn people into bimbos". I find the corruption process pretty hot, if it's handled properly, and isn't mindless tedium like the "go to work" example I gave during my second point.
And about the cheat/hint button, I definitely should've placed emphasis on the hint button specifically. Some of these games just expect you to figure it out with no direction. That is objectively bad game design, because all you're doing is trapping the player in a loop of "do tedious tasks until something potentially happens". Give me a hint button, a progress bar, a schedule where your important events show up, hell, anything is better than going to the therapist 25 times and getting "you're progressing quite well" repeated to me verbatim every two or three times I go. And if you're not willing to direct the player in any meaningful way, then put a fucking cheat button in so I can see the content I've spent three hours clicking for, which I would've been led to naturally if the game was better designed.
Oh and when you tell me to go to the other areas of the game, you mean how I can go to the park, the mall, the fucking post office for all I care, and doing so contributes nothing to the progression of the character's journey because the only worthwhile events(aka not just pressing the "jog" button in the park and the next screen is just a picture of someone jogging and the screen says "that felt nice" or whatever, every single fucking time because there's not supposed to be an event there other than that but I have no way to know because I'm supposed to "explore the world" in hopes that I find something worth the hours I've invested so far) that actually occur are location and/or time-based with the added deficit of not knowing what's supposed to happen because THERE'S NO GOD DAMNED DIRECTION?
Also, no I don't want a game that plays itself, smartass. Take Young Maria for example: "put on uniform and go to school" as opposed to "HEY, go back into your room, click the wardrobe button, select EVERY FUCKING PIECE OF CLOTHING because we MADE you take it all off when you went to bed, and then go back into your room, then the living room, then the fucking world map, enter the school, and THEN enter your classroom and start classes, like we expect you to because you're penalized if you don't". See the difference? One is padding, the other respects my god damn time.
Finally, I recognize that a lot of the issues I listed come down to, I suppose, two things. Now, I'm going to explain why they're both relevant here.
1. Content: Sigh... Right so I think grind falls into this section. Let me be clear when I say that reasonable grind is fine. However, when you have to click ad nauseum to go from A to B with absolutely nothing bridging the gap, that starts to become a problem. We don't all have 5 hours to send our main characters to work every day until the game decides it's been an appropriate amount of shifts to go from "mild-mannered waiter with no interest in cross-dressing" to "oh yeah I suddenly feel like I wanna wear a dress in public" with no change in between. That's just not fun, engaging, or worth anyone's time. Again, I feel the need to mention the hint button again.
And when I mentioned bad quality gifs or images, that's a problem because I've seen it often in this genre of games more than any other. Like it's pretty egregious at times, but despite that, it's not a major issue. If the games in the genre have this problem a lot, then I think it's worth mentioning when talking about the genre. This is because, while not an issue with the genre itself, it's an issue found in a decent chunk of the games within the genre. At some point we have to start expecting a certain level of quality if we want this genre to grow into one with even better games for us to sink our teeth into, and I know I'm going to get my fair share of criticism that I hope to be able to turn into direction for how to better make a game of this nature.
2. The engine being used: considering the fact that I specifically flaired this post as HTML related, and Twine is the single most used engine for these types of text-based HTML games with visual media added on, I think that it's pretty relevant to talk about how the devs have decided to use Twine. The sidebar issue isn't necessary, like I stated above. The submenus issue isn't necessary, as I demonstrated with my Young Maria example. The failures you seem to chalk up to the engine are actually more so on the developers, because it's been proven in other games made IN THIS ENGINE that you can fix/get around these issues.
I think that's everything. I got pretty heated over the course of writing this, so yeah make of that what you will.