- May 3, 2018
- 1,403
- 1,011
A question for those who have tried to write, design, or in my case, study NSFW game design for fun, how do you like/prefere to balance you game in terms of victory speed. Victory Speed is just a term I am making up on the spot.
I have been reading a few threads, reading people’s concerns and complaints about how some people make games and write them, and I made an observation that I wanted to check.
for my made up idea of Victory speed, Victory is not refering to the completion of the game, I don’t want it to be a question about how long the story or the game is. When I think of most NSFW games, it seems that one major aspect that most games and players have in common is that a good amount of the fun some NSFW games can have is just the interactions between characters. Now I am not talking about good dialog, I mean... Some people want the story to be romantic, some people want to be the hero of the story, some people want to win the girl, some people prefer other people with certain personalities (say for example, getting the one goth girl in the house/club/etc to finally like you and open up to you. etc). Much of the time, it seems the fantacy is not so much about the sex itself, most don’t like just straight up fapping games, but instead, most people really care about how the victory is achieved.
If there are multiple characters you can ‘do’ with in the scope of the game, I am defining a victory to be unique to each character you can ‘do’, and victory speed being the time between meeting a unique character, and the first time doing the same unique character.
Mainly, the concern I see can be found in this thread
The reason I am asking both Writers and Designers is because it seems many people on other threads seem to forget what a designer is, They’re more than just the ideas guy. While most writers tend to aim for realistic and believable stories and situation, writers do also know how to stylize and exagerate a bit to make characters seem interesting, an example being “Character Alignment Sheets” a tool used to simplify characters into easy to focus on behavior patterns. Writers do a bit of design work themselves, if not most of the time if they are the only one working on a project. Designers do not just say, what is going to happen in the long term, but must figure out what must be sacraficed in order to make the game. I hate reading, so when I want to design a game, I want it to be visual based, intuitive, and or simple, with characters that you can understand at a glance (such as the characters from Mythic Manor for example), I choose to sacrifice dialog and elaborate story telling. Some people want their game to appeal to a wide range of fetishes, which results in choosing to sacrifice specilizing on doing one fetish really good.
Victory speed is really a question for designers, and is typically the most important question around how one designs their game, but I don’t think anyone has ever stopped to consider the range of victory speeds and how that relates to the type of game you are making. Well most people have, but this is not really a well known idea unlike Character Alignment Sheets which you can find online or easily memorize. I wanted to ask, what do you guys prefer to play or design. One major concern some writers have is that in some games with what they consider to be poor writing, the game is basically a rape fantacy. Not to say or make the assumption that such games are inherantly bad, or are poorly writen, assuming you aint going to reenact the game. But here is what I noticed, If you are runing into the limitation of time, the time between meeting a character and doing them (say for example a 2d platformer game where all the monsters fuck your brains out, that is very short), when there is less story, less room/time for a character to give concent (or give it in a way that we believe the character is truly giving concent), then we believe we percieve an act of rape. So down below I listed out what I think is the general spetrum of possible Victory speeds.
I have been reading a few threads, reading people’s concerns and complaints about how some people make games and write them, and I made an observation that I wanted to check.
for my made up idea of Victory speed, Victory is not refering to the completion of the game, I don’t want it to be a question about how long the story or the game is. When I think of most NSFW games, it seems that one major aspect that most games and players have in common is that a good amount of the fun some NSFW games can have is just the interactions between characters. Now I am not talking about good dialog, I mean... Some people want the story to be romantic, some people want to be the hero of the story, some people want to win the girl, some people prefer other people with certain personalities (say for example, getting the one goth girl in the house/club/etc to finally like you and open up to you. etc). Much of the time, it seems the fantacy is not so much about the sex itself, most don’t like just straight up fapping games, but instead, most people really care about how the victory is achieved.
If there are multiple characters you can ‘do’ with in the scope of the game, I am defining a victory to be unique to each character you can ‘do’, and victory speed being the time between meeting a unique character, and the first time doing the same unique character.
Mainly, the concern I see can be found in this thread
You must be registered to see the links
, with the comment by lancelotdulak, talking/complaining about how some writers/designers “seem to be .. freaks.. who've never actually touched a woman”. The commentor lancelotdulak is neither wrong or right. To summerize the comment, lancelotdulak makes the assuption that what they think is a good story is something more realistic. Realism is always a safe default, since we all find it intuitive since we live it day to day. Being Realistic (via writing or game mechanics) is a good way to make a game more comforting to players. But that does not mean stylizing, simplification, and exageration are bad. They are their own tools and skills that can greatly impact and benifit a game if well used, eithier making a message clear, making something better to under stand, help make each character unique, etc.The reason I am asking both Writers and Designers is because it seems many people on other threads seem to forget what a designer is, They’re more than just the ideas guy. While most writers tend to aim for realistic and believable stories and situation, writers do also know how to stylize and exagerate a bit to make characters seem interesting, an example being “Character Alignment Sheets” a tool used to simplify characters into easy to focus on behavior patterns. Writers do a bit of design work themselves, if not most of the time if they are the only one working on a project. Designers do not just say, what is going to happen in the long term, but must figure out what must be sacraficed in order to make the game. I hate reading, so when I want to design a game, I want it to be visual based, intuitive, and or simple, with characters that you can understand at a glance (such as the characters from Mythic Manor for example), I choose to sacrifice dialog and elaborate story telling. Some people want their game to appeal to a wide range of fetishes, which results in choosing to sacrifice specilizing on doing one fetish really good.
Victory speed is really a question for designers, and is typically the most important question around how one designs their game, but I don’t think anyone has ever stopped to consider the range of victory speeds and how that relates to the type of game you are making. Well most people have, but this is not really a well known idea unlike Character Alignment Sheets which you can find online or easily memorize. I wanted to ask, what do you guys prefer to play or design. One major concern some writers have is that in some games with what they consider to be poor writing, the game is basically a rape fantacy. Not to say or make the assumption that such games are inherantly bad, or are poorly writen, assuming you aint going to reenact the game. But here is what I noticed, If you are runing into the limitation of time, the time between meeting a character and doing them (say for example a 2d platformer game where all the monsters fuck your brains out, that is very short), when there is less story, less room/time for a character to give concent (or give it in a way that we believe the character is truly giving concent), then we believe we percieve an act of rape. So down below I listed out what I think is the general spetrum of possible Victory speeds.
- 0 Instant: There is no possible story, the moment you met resulted in fucking. Typical of say, running into an enemy in a game who is going to fuck you, be it a platformer with monster girls, the end of the world survival game with super horny girls running around, etc. Typically the characters themselves have no significance, no personal story, you just live in a fucked up world. Minimal need for writing if not none.
- 1 MVP: Minimal Viable Product. There may or may not be an attempt to try and make a story. There can be a back story to the character, an attempt at dialog, or maybe even you needed to get an item for them before they let you fuck them, anything that can be percievied as doin something to encorage a character to give concent. While still typically seen an rape very often, now there is an oportunity to give concent and avoid the issue. Assuming you don’t have a game full of enemies who just run around trying to rape you, most games that have spent very little time in writing end up here, there is an attempt of a story, and thats about it. Maybe groping leads to sex, a quest completion leads to sex, or you run into a drunk secretary but for the most part you don’t really know the character. This takes a skilled designer to pull this off, because often this is area is dictated speed wise by how the game mechanics work. Such as a point and click game to rpg to allow you to do want you need to get to the victory, assumen very little dialog is wanted.
- 2 Fantasy: This is the starting point of when someone actually tries to have a story, where players are able to get an idea of the character. I call this point Fantasy because at this point there is still not too much, there may be dialog, but not a ton. When you don’t have a ton of dialog, you do not have room for a deep and complex character full of contradictions, so as a result, with what few words you do have to say, you must make good use of them. So what tends to happen is it may seem that the characters are simple, 2d, flat, and to at least make them seem unique, what ends up happening is you must exaggerate, such as a really shy girl, mean punk girl, etc. and when you have few words to use, with no time to show off how complex a character can be (maybe you find the goth girl has a soft spot for cuddles idk) , what ends up happening is your subtle exaggeration is even further exaggerated due to the lack of other matterial to contrast with. Typically in stories with not a ton of character development, what ends up happening is each character tends to embody a particular type of fantacy, be it a shy school girl, a milf, etc. Hence I call this level of Victory time the Fantasy level, because the fantasy is exaggerated. It takes a skill writer to pull this off, simplicity may sound simple, but from what I have studied and tested, it is a skill on it’s own which often is a prerequesent to exaggeration which is the real skill you want so you can effectively communicate.
- 3 Real: With more time, you can write more. When you have room to write more, you have room to write more than what is needed for the fantasy and sex, you can explore the character more, try to make them more realistic, have the player take their time so the game doesn’t seem like it only cares about getting you laid. This seems to be where everyone wants to be, and what everyone feel comfortable starting with. But this is also where the amount of art assets starts to really make the game difficult to make, just because you start to run out of steam before you can get a lot done. This may be the limit of a one man team if you are going to do all you own art (such as with daz and using repy or something)
- 4 Hyper-Realistic: I think at this point, we are at a writers wet dream (a wirter who really wants to be a good writer). Where it seems like the game maker has a fetish for very realistic story. It may not be the story so much, but maybe one character in particular that the writer wants to focus on and bring to life. This is where you have to take the time to earn the trust of a character, solve some condridictions they have, etc. This is very much about the character, not so much about the sex, and if the game maker wants to do this for multiple characters, you are either looking at a visual novel, Text Based games, or someone’s life’s work.
- 5 Saga: This can be two things, and really it may be it’s own sepreate thing not on this list. Rather than a long story, this describes multiple stories. You can get a saga if say, it takes multiple storylines that are interconnected to be completed before being abel to progress with other storylines. Or, this can be the case when you can still have sex and storylines with a character after you first have sex with them. But at this point I can no longer organize or find a patern in how such stories are constructed beyond this.