- Jun 17, 2017
- 6,055
- 30,496
Dancing & Diddling?It's not gonna be soon, as my plate is full. But I plan on releasing a game with a D&D feel to it at some point, it'll have combat and progression, and it'll also be the type of thing that shows a game like Lust & Power is poorly paced and grindy. Don't get me wrong, I loved the premise of the game, but it just got too much into the grind with not enough reward to make it worth the effort.
There's a brothel currently in operation named Inez's D&D btw...
You must be registered to see the links
Not sure how combat and progression would tie into a brothel though. Wait, there is that Simbro game that has combat, and even combat sex moves!
This bit of obsfucation brought you by Oh Wee. Now back to your Fantasy RPG discussion... wait this thread is about designers missing the point...
-----
As for the OP's thoughts, the problem is that you have people that are looking at this game design thing as a source of income, which puts a lot of designers in the mindset of 'how much can I stretch this out while still maximizing my income?'. Unlike AAA games which get full releases, the game design model here is very incremental, so the more increments you can squeeze in while keeping your patrons on the hook... sure some AAA games do the incremental thing too, but not to the degree you see here. Unless you want to count Star Citizen...
I (not so) lovingly refer to this phenomenon as MMP, or Milking My Patrons. One notorious example of this has been mentioned already (17 updates and still no sex with the main love interest). I probably should congratulate the designer on so artfully manipulating his patrons into accepting this as normal (it helps that there is a bit of action on the side with other characters so it isn't completely devoid of vaginal/anal sex), and hence his patrons are willing to put up with it.
But, of course, you can accomplish almost the same thing (revenue stream wise) by completing one game/story and progressing to the next game/story, which can even be in the same setting. A perfect example are the Mortze and Tlaero series of games (Finding Miranda, Dreaming With Elsa, etc.). The stories are all 'self contained', each with decent amounts of erotic action, but they are interconnected, which makes the series of games rather appealing. And the releases are usually one shot releases (Pandora was a two parter), where you aren't waiting each month for the 'latest update' to that game, but are instead are anxiously awaiting the next game. I'm sure you can think of a few other examples where the designers do this, although several do a 'hybrid' of the 'multiple releases for a game' along with 'then progress to the next story/part of the story'.
If your 'game universe framework' is compelling enough, this 'multiple games in the same storyline framework' model can work quite nicely... and you can reuse characters, locations, etc. as appropriate to your story, while introducing new ones as well.
Just a thought.