- Nov 1, 2017
- 4,760
- 10,227
Harem games aren't realistic, but neither are NTR games, femdom games, incest games, corruption games, or any of the other fantasies people enjoy in games like this. Friends in Need is not an exception to this. Games have a certain conceit, a compact that is made between the creator and the audience, to indulge in a certain fiction for the purpose of enjoyment. This is the ride, you can either get on board or get left on the curb. Friends in Need has for the most part taken a path of verisimilitude, not really trying to conceal that Guy is an "everyman" character. It's right there in the name. He's just a guy. That is central to his appeal. While we are rooting for Guy's success, we don't want it to be so easy. So far the game has a good balance of creating tension between the characters.
Introducing the conceit of your average harem game isn't going to improve the game and might be too absurd for the audience to accept. It will break the compact that was built between the author and the audience. When I am teaching creative writing I instruct that building this compact is the most important portion of a story. Your audience will accept a great deal of absurdity just as long as they know that is the deal. They will even accept bad plots, bad scenes, bad characters, and nonsensical ass pulls, just as long as it is in service of honoring the deal that was silently made when you began the story. Most of the failures in popular entertainment recently have been the result of breaking the deal.
So to sum it up, how many girls Guy ends up with at the end isn't as important as having each individual story reaching a conclusion that is right for that individual character. The compact that was built wasn't "watch this guy get a lot of girlfriends" it was rather that each of the girls (and the boy) have a goal to reach or a problem to solve. Guy is going to help them do it, and maybe help himself along the way. Maybe he will help himself to a little too much. So that is the journey we are on and it is bound to be more satisfying if the conclusions are somewhat unexpected, yet predictable in hindsight. That is what delights an audience. If they all fall in love with him or they all get together and take him to the cops those are conclusions that are bound to be equally unsatisfying. So let's keep going and see what happens.
Introducing the conceit of your average harem game isn't going to improve the game and might be too absurd for the audience to accept. It will break the compact that was built between the author and the audience. When I am teaching creative writing I instruct that building this compact is the most important portion of a story. Your audience will accept a great deal of absurdity just as long as they know that is the deal. They will even accept bad plots, bad scenes, bad characters, and nonsensical ass pulls, just as long as it is in service of honoring the deal that was silently made when you began the story. Most of the failures in popular entertainment recently have been the result of breaking the deal.
So to sum it up, how many girls Guy ends up with at the end isn't as important as having each individual story reaching a conclusion that is right for that individual character. The compact that was built wasn't "watch this guy get a lot of girlfriends" it was rather that each of the girls (and the boy) have a goal to reach or a problem to solve. Guy is going to help them do it, and maybe help himself along the way. Maybe he will help himself to a little too much. So that is the journey we are on and it is bound to be more satisfying if the conclusions are somewhat unexpected, yet predictable in hindsight. That is what delights an audience. If they all fall in love with him or they all get together and take him to the cops those are conclusions that are bound to be equally unsatisfying. So let's keep going and see what happens.