There’s this great thread about game tropes which annoy people but as I started to write my reply I realized that I’m OK with most of the tropes, it’s usually design decisions which irritate me. So I decided to start a thread and write about design decisions which robbed some of the fun in pr0n games I played in recent years.
1. A Virtual Novel which acts like a sandbox game. If the developer only gives me a single course of action, please spare me the whole town/location/rooms/time of day overhead. If I only have a single valid option in order to move the plot forward, don’t send me searching for it in all the locations you created. Sandbox games are not superior to VNs or even Kinetic Novels, they are different things. Be proud of your VN or KN and don't pretend to be a sandbox, confusing the hell out of your players.
Only implement interfaces and mechanics which helps the player.
2. Meaningless choices. Indy developers are low on resources and designing a content which will not be used often seems very wasteful. Hence, some developers opt to use “the meaningless choice”: you can go left or right but it doesn’t really matter because they both lead to the same room. You can tell her that you’re sorry or that it’s her fault but it doesn’t matter because in the next screen (or very soon afterwards) you will make up and the plot will progress regardless of your decision.
The equivalent in an action based video game would be two guns who deal the exact damage, hold the same amount of ammo and have the same range: why choose one over the other?
Players' decisions should have meaning.
3. Sudden death choices. I remember a game I attempted to play a few years ago. It was about a female policewoman. Nice art. In the first scene you reach a house with your partner and have to decide which way to approach the house: the front or the back door. I chose the back door (if I remembered correctly) and then I was insta killed. I reloaded the game, chose “correctly” and a few screens later was killed again for choosing wrongly. By the third time I was killed like that I stopped playing and deleted it from the disk.
Games should very rarely (if ever) reach a dead end and if they do, offer plenty of warnings before that. The equivalent in an action based video game would be a door which just kills you if you open it, and level rife with such doors, or undetectable deadly traps.
Players should be allowed to make informed decisions, not die on a designer’s whim.
4. Free sex! Your MC goes to sleep and has a naughty dream about one of the girls (or boys). This design pitfall is actually sad because I think the designer’s intentions are good but IMHO it fails to understand the basic effort and reward dynamic which lies in the heart of every video game: you make an effort (to persuade the girl to go to bed with you) and then you are rewarded (you get the sexy bits). Giving you just the sexy bits without you making any efforts is just throwing some pr0n at the player.
I get satisfaction when my MC nails that girl because I earned it. I worked for it. A dream sequence (or other random sex scenes) are just very hollow rewards. The equivalent in an action based video game would be to find an almost dead boss and kill it with one shot, or even finding it dead. Where is the fun in that?
Sex scenes should be a reward for overcoming challenges and advancing the plot.
5. Forcing the player to choose between content. I wrote about decisions before but one decision players don’t want to make is choosing one content (usually a girl) over the other. We want both, or at least the option to choose both. Why force me to save the game, play out one option and then reload and play the other? You know I’m going to do it anyway so why make this so cumbersome? Decisions players want to make are ones based on the role or morals they want to play. If I want to play the MC as a compassionate character I’m OK with skipping choices where he acts like a bastard. Maybe I’ll play through the whole game later as a bastard, but again, this is a moral choice. There was a game a few years ago where the MC is locked in a house with four girls.
There were all sorts of shenanigans going on throughout the game with all of them but you had to choose one to have “the final scene with”. Obviously I saved, played girl A, reloaded, played girl B, reloaded, played girl C, reloaded and played girl D. Was reading this sentence fun? No.
Unless you’re allowing different ways to solve a problem or moral based decisions, strive to allow the players to benefit from maximum content.
1. A Virtual Novel which acts like a sandbox game. If the developer only gives me a single course of action, please spare me the whole town/location/rooms/time of day overhead. If I only have a single valid option in order to move the plot forward, don’t send me searching for it in all the locations you created. Sandbox games are not superior to VNs or even Kinetic Novels, they are different things. Be proud of your VN or KN and don't pretend to be a sandbox, confusing the hell out of your players.
Only implement interfaces and mechanics which helps the player.
2. Meaningless choices. Indy developers are low on resources and designing a content which will not be used often seems very wasteful. Hence, some developers opt to use “the meaningless choice”: you can go left or right but it doesn’t really matter because they both lead to the same room. You can tell her that you’re sorry or that it’s her fault but it doesn’t matter because in the next screen (or very soon afterwards) you will make up and the plot will progress regardless of your decision.
The equivalent in an action based video game would be two guns who deal the exact damage, hold the same amount of ammo and have the same range: why choose one over the other?
Players' decisions should have meaning.
3. Sudden death choices. I remember a game I attempted to play a few years ago. It was about a female policewoman. Nice art. In the first scene you reach a house with your partner and have to decide which way to approach the house: the front or the back door. I chose the back door (if I remembered correctly) and then I was insta killed. I reloaded the game, chose “correctly” and a few screens later was killed again for choosing wrongly. By the third time I was killed like that I stopped playing and deleted it from the disk.
Games should very rarely (if ever) reach a dead end and if they do, offer plenty of warnings before that. The equivalent in an action based video game would be a door which just kills you if you open it, and level rife with such doors, or undetectable deadly traps.
Players should be allowed to make informed decisions, not die on a designer’s whim.
4. Free sex! Your MC goes to sleep and has a naughty dream about one of the girls (or boys). This design pitfall is actually sad because I think the designer’s intentions are good but IMHO it fails to understand the basic effort and reward dynamic which lies in the heart of every video game: you make an effort (to persuade the girl to go to bed with you) and then you are rewarded (you get the sexy bits). Giving you just the sexy bits without you making any efforts is just throwing some pr0n at the player.
I get satisfaction when my MC nails that girl because I earned it. I worked for it. A dream sequence (or other random sex scenes) are just very hollow rewards. The equivalent in an action based video game would be to find an almost dead boss and kill it with one shot, or even finding it dead. Where is the fun in that?
Sex scenes should be a reward for overcoming challenges and advancing the plot.
5. Forcing the player to choose between content. I wrote about decisions before but one decision players don’t want to make is choosing one content (usually a girl) over the other. We want both, or at least the option to choose both. Why force me to save the game, play out one option and then reload and play the other? You know I’m going to do it anyway so why make this so cumbersome? Decisions players want to make are ones based on the role or morals they want to play. If I want to play the MC as a compassionate character I’m OK with skipping choices where he acts like a bastard. Maybe I’ll play through the whole game later as a bastard, but again, this is a moral choice. There was a game a few years ago where the MC is locked in a house with four girls.
There were all sorts of shenanigans going on throughout the game with all of them but you had to choose one to have “the final scene with”. Obviously I saved, played girl A, reloaded, played girl B, reloaded, played girl C, reloaded and played girl D. Was reading this sentence fun? No.
Unless you’re allowing different ways to solve a problem or moral based decisions, strive to allow the players to benefit from maximum content.