Introduction
Just a heads up, this post is just my ramblings on game design in adult games. You don’t need to agree or even try it out. In fact, if you feel differently on these subjects, I would be more than happy to hear other opinions on these topics. In the first place, I only made this post because I don’t really have anyone with whom to share these ideas of mine. Without further ado, let’s jump in.
What are corruption games
Fundamentally, what are we looking for, when playing corruption games, regardless of sub-genre (NTR, trainer, visual novel, etc.) or POV (male or female protagonist)? We are looking to witness a character slowly becoming more of an evil or immoral person. To partake more and more in what religion calls sin, or what most of us would categorize as “bad behavior”.
This definition of the corruption genre is pretty solid, but it misses one fundamental aspect of what makes these scenarios so appetising. By this definition, one could even say a normie game like Mass Effect has elements of the corruption genres, simply because the protagonist has the choice to act “good” or “evil”.
But I don’t think any of us get the same excitement from picking some Renegade choice in ME that we get from reading a story like Good Girl Gone Bad. So what’s the difference? I think the most important distinction is character growth. What really makes these kinds of scenarios shine is seeing the opposition of the characters towards corruption and the inevitable fall these characters will suffer.
It’s very clear when you think of games like Hero Party Must Fall, Venus Blood or any trainer: what makes you want to play those games is conquering the heroines, slowly turning them to evil against their wishes (at least their verbal claims).
Problem statement
Those types of games are pretty straight forward and it’s very clear what your goal is and what your obstacles are, both from your perspective as the human player but also from the perspective of the character you’re playing as. But what happens in games where this corruption process is focused on the protagonist?
Your goal as the player is to witness as much corruption as possible, but the protagonist’s goal is actually the opposite. It is to fight corruption. You play as someone trying to do good, but, as a player, end up always choosing evil.
The narrative depicts one thing, but your actions tell a different story. They’re in conflict with each other. Thus, a strong narrative dissonance is born.
Worst offender
This problem is pretty evident when you look at games like Magical Girl Celesphonia. You have corruption points that you can get by making wicked choices in the story or by doing lewd stuff in gameplay. Only problem is, you will always want to do this. You end up maxing out your corruption status before even getting halfway through the story.
We are looking for the fantasy of watching someone slowly compromise more and more of their ideals, becoming what they once detested. But is that truly what we get when we pick every evil choice, or only use the lewd spells, or worst of all, allow the enemies to defeat us? Are we really seeing a strong character trying to preserve their morals, or just a slut pretending to do so?
Analyzing the problem
In a traditional corruption game, you insert as the corruptor but you also play as the corruptor. Everything aligns. But when you play as the heroine, things get messy.
Nothing aligns anymore. It’s clear that as long as we are designing our games with this premise in mind, we are setting ourselves up to do the impossible. As such, we need to reframe our promises to our players.
The most glaring issue is the Heroine Player's obstacle. We have to design the heroine as a strong and smart individual, yet our players cannot use those advantages as it will stop them form reaching their goals. Righteousness as an obstacle has to go. It has to be replaced by corruption. Star Knightess Aura does this pretty well: if you acquire too much corruption too fast, you end up losing.
With this simple change now your goal cannot simply be corruption. You actively need to resist it. The fact that you end up getting corruption on the way anyway will have to suffice.
And since your goals changed, you cannot use your naivety anymore to achieve it. You have to make use of your abilities and righteousness.
But what fun would that be? Where’s the corruption in that? Well, we just need to slightly tweak it. Your righteousness is not quite perfect, rather, it’s a naïve justice. The heroine thinks it’s getting her closer to her goal of resistance, but really it’s slowly pushing her into the corruption pit we were aiming for from the start.
And with all those changes, will you really be playing as the corruptor anymore? No, in fact, you’re going to play your own struggle, the struggle of gathering as much corruption as possible while still maintaining the title of innocence.
What choices offer
Now, I understand the appeal of those choices. Obviously, we want to witness the corruption of our character through our own actions. There is a big rush of arousal when you see that choice of “Betray your loved one?” and you pick “Yes”. I would go as far as to say it’s a trick we, as designers, should treasure because of its potency.
So what happens when this option is afforded at every corner? It loses its magic. The story isn’t anymore about the protagonist getting corrupted, rather, they were corrupt from the start. Through this lens, was there really a choice? Was there really an universe in which I would have picked something other than the corrupt choice?
No. Those choices are meaningless, fake. Might as well commit to it and remove the choices completely. Just focus on crafting the best linear experience if that’s what’s gonna end up as anyway.
Fixing the narrative dissonance
Of course, good writing can help mitigate this issue to some extent. It can make you feel as if you’re not picking the evil choice, you’re picking the best option in a shitty situation. And if those choices appear at a good enough pace, one might not even notice this issue at all.
But I think we can do better than this. I think we can design our games so that the option chosen by the player is not predetermined before they even know the context. I would like to explore some ideas as to how we can bring back meaning to the player’s choices.
Unfortunately, this post is getting kind of long, so I will split my ideas in multiple posts throughout the following weeks. I hope I haven’t bored you to death and I hope this commentary gets your creative juices going. I would love to hear your thoughts on this matter as fellow developers.
Just a heads up, this post is just my ramblings on game design in adult games. You don’t need to agree or even try it out. In fact, if you feel differently on these subjects, I would be more than happy to hear other opinions on these topics. In the first place, I only made this post because I don’t really have anyone with whom to share these ideas of mine. Without further ado, let’s jump in.
What are corruption games
Fundamentally, what are we looking for, when playing corruption games, regardless of sub-genre (NTR, trainer, visual novel, etc.) or POV (male or female protagonist)? We are looking to witness a character slowly becoming more of an evil or immoral person. To partake more and more in what religion calls sin, or what most of us would categorize as “bad behavior”.
This definition of the corruption genre is pretty solid, but it misses one fundamental aspect of what makes these scenarios so appetising. By this definition, one could even say a normie game like Mass Effect has elements of the corruption genres, simply because the protagonist has the choice to act “good” or “evil”.
But I don’t think any of us get the same excitement from picking some Renegade choice in ME that we get from reading a story like Good Girl Gone Bad. So what’s the difference? I think the most important distinction is character growth. What really makes these kinds of scenarios shine is seeing the opposition of the characters towards corruption and the inevitable fall these characters will suffer.
It’s very clear when you think of games like Hero Party Must Fall, Venus Blood or any trainer: what makes you want to play those games is conquering the heroines, slowly turning them to evil against their wishes (at least their verbal claims).
Problem statement
Those types of games are pretty straight forward and it’s very clear what your goal is and what your obstacles are, both from your perspective as the human player but also from the perspective of the character you’re playing as. But what happens in games where this corruption process is focused on the protagonist?
Your goal as the player is to witness as much corruption as possible, but the protagonist’s goal is actually the opposite. It is to fight corruption. You play as someone trying to do good, but, as a player, end up always choosing evil.
The narrative depicts one thing, but your actions tell a different story. They’re in conflict with each other. Thus, a strong narrative dissonance is born.
Worst offender
This problem is pretty evident when you look at games like Magical Girl Celesphonia. You have corruption points that you can get by making wicked choices in the story or by doing lewd stuff in gameplay. Only problem is, you will always want to do this. You end up maxing out your corruption status before even getting halfway through the story.
We are looking for the fantasy of watching someone slowly compromise more and more of their ideals, becoming what they once detested. But is that truly what we get when we pick every evil choice, or only use the lewd spells, or worst of all, allow the enemies to defeat us? Are we really seeing a strong character trying to preserve their morals, or just a slut pretending to do so?
Analyzing the problem
Corruptor Character | Corruptor Player | |
---|---|---|
Identity | Corruptor | Corruptor |
Goals | Corruption of heroine | Corruption of heroine |
Tools | Wickedness | Wickedness |
Obstacles | Heroine's Resistance | Heroine's Resistance |
Heroine Character | Heroine Player | |
---|---|---|
Identity | Struggler | Corruptor |
Goal | Resist corruption | Corruption of self |
Tools | Righteousness | Naivety / Foolishness |
Obstacles | Corruption | Righteousness |
Nothing aligns anymore. It’s clear that as long as we are designing our games with this premise in mind, we are setting ourselves up to do the impossible. As such, we need to reframe our promises to our players.
The most glaring issue is the Heroine Player's obstacle. We have to design the heroine as a strong and smart individual, yet our players cannot use those advantages as it will stop them form reaching their goals. Righteousness as an obstacle has to go. It has to be replaced by corruption. Star Knightess Aura does this pretty well: if you acquire too much corruption too fast, you end up losing.
With this simple change now your goal cannot simply be corruption. You actively need to resist it. The fact that you end up getting corruption on the way anyway will have to suffice.
And since your goals changed, you cannot use your naivety anymore to achieve it. You have to make use of your abilities and righteousness.
But what fun would that be? Where’s the corruption in that? Well, we just need to slightly tweak it. Your righteousness is not quite perfect, rather, it’s a naïve justice. The heroine thinks it’s getting her closer to her goal of resistance, but really it’s slowly pushing her into the corruption pit we were aiming for from the start.
And with all those changes, will you really be playing as the corruptor anymore? No, in fact, you’re going to play your own struggle, the struggle of gathering as much corruption as possible while still maintaining the title of innocence.
Heroine Character | Heroine Player | |
---|---|---|
Identity | Struggler | Struggler |
Goal | Resist corruption | Resist getting too much corruption |
Tools | Righteousness | Naïve righteousness |
Obstacles | Corruption | Corruption |
What choices offer
Now, I understand the appeal of those choices. Obviously, we want to witness the corruption of our character through our own actions. There is a big rush of arousal when you see that choice of “Betray your loved one?” and you pick “Yes”. I would go as far as to say it’s a trick we, as designers, should treasure because of its potency.
So what happens when this option is afforded at every corner? It loses its magic. The story isn’t anymore about the protagonist getting corrupted, rather, they were corrupt from the start. Through this lens, was there really a choice? Was there really an universe in which I would have picked something other than the corrupt choice?
No. Those choices are meaningless, fake. Might as well commit to it and remove the choices completely. Just focus on crafting the best linear experience if that’s what’s gonna end up as anyway.
Fixing the narrative dissonance
Of course, good writing can help mitigate this issue to some extent. It can make you feel as if you’re not picking the evil choice, you’re picking the best option in a shitty situation. And if those choices appear at a good enough pace, one might not even notice this issue at all.
But I think we can do better than this. I think we can design our games so that the option chosen by the player is not predetermined before they even know the context. I would like to explore some ideas as to how we can bring back meaning to the player’s choices.
Unfortunately, this post is getting kind of long, so I will split my ideas in multiple posts throughout the following weeks. I hope I haven’t bored you to death and I hope this commentary gets your creative juices going. I would love to hear your thoughts on this matter as fellow developers.