Not dismissing the game for anyone who likes it, but I never understood this genre of games.
In my eyes I always feel that the goals are conflicting?
You want to win
You want porn
You can't have both
It's been discussed plenty of times, there are plenty of arguments thrown about on both side. Obviously everyone has different tastes. Edit: just wanted to clarify I didn't intend this as "how dare you not do your research," but more stating that I know that what I'm saying has probably been said before, and that I don't think I'm breaking new ground or anything like that. Just because I've seen people discuss it doesn't mean someone else might never have seen it brought up before!
Point #1: This game (as far as I can see without playing it) as an example of the lower tier of this concept. What's more enjoyable, from the perspective of someone like me who does enjoy "lose, get raped" type features, is when the approach is "layered." Kind of like the comment talking about tying clothing directly to health being a lazy way of doing it. For example, some games have a second level of resisting where you're grabbed/grappled, then struggle, etc. And that's fun! It's a chance! Or in other, more vague and general ways of putting it - it's more fun when it's
not just "monster touched you, rape now," but instead a system of being beaten down and then taken advantage of. As always, depending on how all of these mechanics work within the systems of the game.
A slight side to the above statement about layers - simple "you got got, now you're raped" can be fun when the game mechanics support it. For example, Alps and the Dangerous forest. Due to it being a Limbo like game, not a combat focused game, the level design and overall narrative works really well - you're thrown into situations, it's confusing, and lots of times there might even be a looming threat ticking down. And you just have to... well, do something. And maybe you'll "win" and maybe you'll "lose," but either way, you're a weak, young girl in a dangerous place, so the idea of there being baddies everywhere to just yoink you if you step wrong really works for the game - and then it just plops you right back at the start of that puzzle if you do lose, which minimizes any sort of frustration about having to retread ground, a lot like how "real" games like Limbo, etc, do it.
Which comes to point #2: Yeah. We "want to win." But more than that, we
want to want to win. Why play multiplayer games where you lose 50% of the time if you just want to win? Because ultimately (at least for some people, not including those who rage quite the first time their team loses a point) the fun is in the
attempt. In the trying to win. In the story, in the adventure, in the "puzzle" of trying to figure out how to accomplish things, and the feeling, win
or lose, of how one had their experience. Similarly, I love games like XCOM, Mount and Blade: Warband, Rimworld, Kenshi, etc. I want to "win" in those games, right? So why should I care or be bothered or enjoy the idea that my soldiers can die in XCOM, that I can be defeated and taken hostage in Mount and Blade, that bandits can come and kill/loot/steal in Rimworld, or that in Kenshi I can be captured and become a slave, or have my limbs eaten off by cannibals?
Because it makes a good story. Because its interesting. Because it satisfies a lust for a narrative, sometimes more exact and sometimes more open-ended, that lies in my brain. I don't
want my soldiers to die, I don't want to lose and be captured, I don't want my colony to be destroyed, I don't want to become a slave or lose my limbs. But the fact that it's there makes those games incredibly, utterly more exciting for the fact, and when it does happen, it's all the more meaningful. Because I could have prevented it.
Same thing when it comes to "you lose, you're raped" games. Again, let me stress - the fact that (I feel) it's a
valid mechanic doesn't mean games implement it as a
good mechanic. Just how I'm sure there are plenty of games that have players going "wtf my guys died why?" because the game implemented punishing mechanics in a frustrating way. But that's on the individual game, not the concept of those mechanics as a whole.
Finally, point #3, roleplay. Viewing the gameplay as a narrative, a story, itself, and inserting feelings, thoughts, events, characterization, etc, via interaction with the game. Some people don't really do this a lot. That's okay! Some people play Warband and just wanna smash Khergits. Some people play sex games and just wanna see sex happening. Some people play DnD and just wanna role dice kill monster get loot earn experience. But some people more enjoy that idea of "huh, here's a fun story happening, here's events occurring, half in my mind, half in the game, and here I can imagine, I can feel, I can vicariously experience a circumstance, a situation, a sense of things that are happening."
And frankly, as a slight side of that (that I know not everyone shares), at least for someone like me who does enjoy fantasizing about being forced, etc, it's enjoyable. I don't just want "yeah force happens" and it's guaranteed. Generally the unavoidable rape scenes in stories are the ones that just skip through. They aren't a huge amount of fun, usually. It's the ones that were avoidable, that I ended up having to face the consequences of via my actions, that are fucking hot.
All that's just my opinions and ramblings of course, not a fact in there. And yeah I know I rambled on too long, sorry about that. Eh. Maybe it's a half decent answer though.
Edit #2: A more succinct way to explain it - the goals aren't 1: win, 2: porn. It's one goal: play a game and know that there's the
risk that rape might happen. That's what I enjoy, at least.