The validity in his viewpoint is about games sometimes having things you don't like or have no control of. The other side of this is that most games give you conclusions you the player can feel satisfied with even despite the speedbumps. This isn't exactly a revolutionary take. Even rhythm games made for children adhere to these general principals. Space Channel 5 part 2 (rip dreamcast) has Ulala lose her first head to head with the antagonist and Fuse suffers for it. But, by the end of the game she wins, everybody is happy, and you dance across the stars. Satisfied in all ways.Thank you gamer, I knew I could rely on you.
As you said - Savin has a point. I don't really envy a lot of porn game developers, because at the end of the day, not every player enters the game with a clear state of mind.
If that's too abstract, the point of the product you're producing depends on the genre. In the porn game space unless you're breaking the mold, that entire goal is player satisfaction. How you reach that endpoint depends on your capability of a writer.
In the aforementioned souls example, the entire point and the reward comes from overcoming the challenge.
In a porn game, you exist to attract, excite, and satisfy the player.
You can full auto this game on dark.never being in a position where it's impossible to fail.
I'm going to put the rest of this response in a block of text as it's getting lengthy and I've got other stuff to talk about.
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Even today the responses you see to questions and requests to something as innocent as "can there be a ______" always ends up being "if you write it". Or "if you commission it"
Which is...
Look, if a game with 200 patrons can implement fan requests and still deliver a phenomenal experience, there's absolutely no excuse for something raking in the bread.
Oh hell. I wanted to save this segue for later a topic in the TiTS discussion but on the topic of quality.
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Bleh