- May 1, 2017
- 161
- 236
I like free roaming more because I like the freedom of focusing on the characters I like.
In the end, the point of a porn game is to get off.
I may get off because of a good story, but I'm not getting off by moving from room to room in the hope to somehow advance this story.
Let's face it, free roam / sandbox is horribly implemented in almost all these games. And if it were properly implemented, it would STILL defeat the purpose of getting off.
If we compare to, say, Fallout 4, there the purpose of the game is the enjoyment of the game itself, which means walking around and shooting at enemies. If any porn game would have a similar part of walking around and shooting people, and if it would be just as good as Fallout, it would STILL be a bad porn game, because there is too much going on between the "good stuff".
Don't get me wrong, I really like good stories, but a good story is supporting the porn part by making the girl more desirable. Without it, she would just be a pretty computer generated image, but with a good story she becomes someone we can care about (or get off on, as the case may be).
This is a huge problem for a lot of free roam games out there. It's even more frustrating if NPCs can also roam around to different locations either randomly or on a schedule. Not only do you end up wasting time having to visit every location every day, with a shifting or complicated schedule you might end up wasting time going to every location several times per day. She's at the pool at noon on Thursdays, but on Tuesdays she's at the park at noon, and on Saturday you'll only find her if you enter and exit the grocery store 3 times at noon while hopping on 1 foot and playing the banjo.This is a question that has plauged a few projects I've started/abandoned/gone nowhere with. To be honest, I prefer a free roam over scene to scene unless the scene to scene is done well. Examples of it done well areYou must be registered to see the links,You must be registered to see the links. There are countless other examples of it done poorly, 90% of the daz3d renpy 0.1 versions that plague the latest update page.
As a Dev, free roam is preferable, but its hard. Especially so on a new project with limited content.
- If you make a gigantic free roam world for the player to play in, there will be fuck-all to do in 90% of the locations. The game inevitably becomes a scavenger hunt for content by the player. Is the next scene with the only current character in the game at the hospital? The parking lot? Or maybe the secret lab? Better just patrol each spot every day until I get a new scene.
- This is made worse by early releases of the game. As a dev you want to get what you're working on out there for feedback. But you've put 50 work hours into this goddamn game, only one character is kinda sorta finished. You intention may be for the player to practically trip over pussy as they explore the city, but until the final version the lack of content will make the game seem tedious to even travel through.
- A time or day system makes this problem even worse. If characters move locations based on date or time you've effectively doubled or tripled the number of pages the player goes to where absolutely nothing is happening.
- A linear game is so much easier to update. You just force a save at the end point of content and the player starts up where they left off with a new release. With an open world, god knows what the player has been doing up to that point. If you add events or characters to locations the player already explored, the easiest solution is often to just have the player restart the game.
- Like previous posters have mentioned, a free roam game makes it quite easy to make NPCs feel less like characters, like they have amnesia when you see them again. You can have 10 scenes where you assfuck the quiet library girl to a sloppy mess on the floor, but she will always have the same shy language from your first introduction. Where as in a linear game the writer has the freedom to alter characters and events to feel more realistic.
- The worst offender of this is when sexual actions are presented in a menu format. When a character spends all day every day in a single location, waiting for the player to show up and select a sexual activity from a drop-down menu. "Oh hey Player! No I won't let you fuck my butt, but you have enough relationship points to give you a handjob after watching me pee."
Story theoryThe underlying situation is not free roaming vs scene based: it is the story.
What ends up going on is like this. Free roaming is easier to use when the story is an accumulation of single routes for each character. You do what you want and you are done. Scene based, on the other hand, works better when the story is more complex and you cannot simply do whatever you want, you need a very specific order of events, so that including free roaming becomes just a boring waste of time, as you need event x before event y.
This leads to the simple resolution that event based end up being better, not by construction, but by correlation. It is harder to make simple story lines that can be done in any order a better story than a cohesive series of events that are more than the sum of its parts, as you would do for a novel in which a lot of things are happening at the same time and characters are not simply waiting for MC to advance the story.
It is as simple as that.
This particular point is what I am always asking about. There a few examples in this thread, like My New Family that have absolutely no conflict. I cannot get interested in a story in which everything is sunshine and unicorns. As I always say to those that fail to see how important conflict is: there is a reason why stories end with "and they live happily ever after".A story revolves around Conflict otherwise there is nothing to tell.