You're active in the comments so I thought I would toss you some ideas from the game I'm slowly making. For myself, the number one rule is to not tie sexual content to losing. You
CAN do that, but only if the rest of the game is fleshed out (no pun intended) enough to provide significant opportunities for the player to experience that content without feeling like they've lost every time, or
HAVE to lose to reach the entire reason for playing a game in this genre.
Incorporating a you-capture-them, you-were-captured,
AND (not or) an NPC AI that will come up to the player and sexually engage
THEM checks all of the content boxes and brings the game world to life. I'm sick of this game design I constantly see where your character is the only one running around trying to get laid. It breaks the player's sense of world realism. Even in this overall genre of games it's critical as a GOOD developer to make the patterns of character behavior consistent -- in particular, consistent with the reality as the main character perceives it, the reality we innately accept as the players of the game -- the character we live vicariously through at runtime. In short: when was the last time you ran around a 3D game and felt
surprised by the game world? Not 'startled', like a capture system, more like "oh shit, where did
THAT come from??"
Related to the last paragraph: In what world, even a game world, is there only ONE fucking dude
it would be a nightmare-and-a-half to program an AI that would also be running around and engaging female NPC's but every hour would be worth the additional realism, and introduces every man's favorite: the competition.
The games I've enjoyed the most and that I am trying to emulate with my own effort typically involve some matter of mindlessness to whatever actions and activities progress the protagonist's experience and ALWAYS involve some sort of sexual content. Obviously it can get redundant, and who doesn't love finishing a quest every now and then? But running all over the place for no reason? Other developers call that garbage a game and although super cheesy, it's my mission to END that. Quests are amazing, they bring the world to life, provide story, character growth, world expansion, but GOD DAMMIT they have to be done right and
MEAN SOMETHING. One or two good quests with a full array of minor activities (sexual ones) is infinitely better than a bunch of long and empty quests.
I have spent hours thinking about combat in these games. If the game is supposed to be sexual, a turn on, stimulating, does combat even factor into the experience?? Argued with myself for hours on this. Of course there are many games on here 3D and otherwise that omit combat. I struggle with
this concept: what is the
VALUE of combat in a game where the characters should just be fucking all the time? (in the purest sense of an 'adult' game). The adult game genre forces combat into a weird position where my number one rule stated above often becomes the scapegoat for developing a better solution: fuck the player when they lose. I've come to the conclusion, for myself, that experience from combat should feed into a stat system like any other fucking RPG
LOL: like, duh) however, those affected stats need to funnel into the sexual content experience. I.e. level up to enter this area and have sex with these NPC's, more strength and stamina unlocks new positions, spells that induce different sexual 'whatever' within the game world. You may notice, all of this is continuing to expand the world played within and give the user more to play for, work for, leading to an abundance of new experiences.
I could go on but I have some games to play
I hope this was helpful in any way both for you and for whomever may take the time to read this whole thing. I appreciate anyone and everyone for their time spent reading my rants and perfectionistic high-deas!
Take care everyone!
~pajama panda