Unreal Engine im starting a new project, what's your opinion, don't give any if you didn't read it fully.

0x738Mc4

Member
Feb 19, 2024
188
99
Hello to everyone reading this, and thanks for taking the time. I’ll get straight to the point.
My name is Thomas, and I’m an adult Unreal Engine game enthusiast with a deep passion for the idea of "making your own fantasy." Unreal Engine gives us the power to create these experiences in a unique, immersive way. While many dream of making a shooter, RPG, or visual novel, my goal is different: I want to create a realistic, emotional world that goes beyond the typical adult game. As someone who’s been a part of F95zone for over 5 years and has played nearly every Unreal Engine-based game out there, I feel like something is missing—realism, emotional depth, and long-term engagement. I’ve rarely seen a game that makes you want to come back, not just for arousal, but for story, connection, and immersive freedom.
That’s why I’m writing this. I’m planning to bring a new kind of adult game to life—starting with a playable demo. I already have funding in the five digits and will be hiring skilled developers to help achieve this vision.
Before moving forward, I want to hear from you—the players. What fantasies do you wish you could experience in a game like this? What would make you stay, get emotionally involved, and feel like you're in another reality?



The Setting
You play as an ordinary man living in a modest house. The game starts with a short story intro (to be decided). From there, you’re free to explore your house and the surrounding area, though you can’t leave the house area yet. The game is a first-person experience set in a hyper-realistic environment. It features detailed lighting, immersive ambient sounds, natural walking physics, and head bobbing that makes the world feel truly alive.
The key difference from most games is that everything in this world is interactable—literally anything you see can be picked up and moved or interactable in any way. The long-term goal is for every asset to have multiple uses. But for the demo, only some of the objects can simply be picked up and placed wherever you like, maybe some of them can be used in some ways. There is no inventory system; items are held with two hands in a realistic way. The only things shown on screen is a tiny circle in the center that indicates what can be interacted with.
In this game, there will be a touch of mystery and freedom. To see what the game offers, you’ll need to wander and check things out yourself. There is no “new task” type of system—you can do whatever, whenever.

The Main Hook
So what’s the point of the game? It’s mostly simple: freedom and realism, and the ability to buy or sell slaves, in time more and more goals and things to do will be added. But In this demo, you can order just one slave through the Tor site.
The focus here is on exploring the concept of owning a slave in a highly detailed, interactive way. When your order arrives, it’s done in an extremely realistic fashion—delivered inside a large shipping container. You’ll need to physically open it to find the slave inside, unconscious and tied up. From there, you’re completely free to do as you please.
You can untie them right there in the box, but that might not be a smart move, since they have their own kind of free will. You can also drag them, pull them, or lift them out and carry them wherever you want. All these interactions—how exactly you grab or carry them, what positions or grips are possible—are intended to be as realistic and varied as possible, while still being intuitive and easy to handle so there’s no confusion.
Once they regain consciousness, you’ll be able to interact with them through realistic conversations. When they speak to you, you can respond in specific ways or choose to ignore them—both of which will influence their mental state and future behavior. Dialogue will work through dedicated buttons that open carefully written lines for you to select, letting you steer the relationship and control how obedient or rebellious they become. You’ll have multiple things you can say, along with commands to give.
They might not listen at first, so it’s up to you to figure out how to train them—through fear, kindness, or a mix of both. You’ll also need to make sure everything is secure to prevent escape attempts, whether that’s tying them to walls or furniture, or simply remembering to lock your doors.
Unlike typical games with health or hunger bars, the slave will express hunger, fear, defiance, or pain through speech and body language. They might even try to run or attack you, forcing you to physically subdue them yourself.

The house is not too big nor too small. It includes:
  • A living room
  • Kitchen
  • Bathroom
  • Bedroom
  • Office
  • Basement with a cell that has a keypad you can interact with.
  • Garage

Devices and Main Interaction

  • Phone:
    The phone stays in your pocket all day. It requires one free hand to use, and operates in a very realistic way, with your thumb moving to tap buttons. You can:
    • Order items, food, medication, chemicals, and more.
    • Use a banking app to check your balance and credit card info, which can then be used on various websites.
    • Access a crypto wallet for different kinds of transactions.
  • Computer:
    In your office, there’s a fully interactable laptop that you can pick up and move anywhere you like. You can even use it while walking if your hands are free. The computer runs a realistic Windows 10 environment with:
    • A standard browser.
    • A Tor browser, which in this demo gives access to two sites: one for buying drugs, and another for buying slaves.

So what will for sure be in this demo for a start?

These are my first goals and the core features that are most important to me. They are the top priority to master before moving on to anything else:
  1. The level itself:
    • This needs to be as realistic as possible in terms of graphics, assets, lighting, and overall environment quality. The feeling of the house and surroundings must be fully immersive.
  2. Movement and head bobbing:
    • Since it’s a first-person game, the walking, looking around, and general player movement all need to feel completely natural. Getting this right is absolutely critical.
  3. A small story:
    • Even in this early demo, I want to have a proper story hook. I don’t want it to be something lazy or generic—I plan to take time to come up with a story that actually works and makes sense.
  4. Laptop and phone:
    • Both devices will be included. They won’t have many features yet, but will definitely have the core apps I mentioned before:
      • Banking app to check balance & card info
      • Crypto wallet
      • Online shop to order items
      • Tor browser to access the initial markets
  5. The slave market:
    • You’ll be able to order only one slave for now, through the dark web site on the Tor browser.
  6. Simple actions and animations with the slave:
    • Basic interactions will be implemented first—being able to open the shipping box, untie or move them, drag or carry them, and have some simple conversations or commands. This will lay the foundation for much more complex interactions later.

Help
So basically, what I need from you guys are ideas that can help make this game something that’s actually playable in the future. A game you can spend real time on—not just something you boot up, jerk off, and close.
Maybe some of you have suggestions. Maybe there’s something specific you’ve always wanted to see in a game like this. I’m open to hearing it all.
I don’t want this to be one of those games where you just earn points to unlock scenes, or mess around with camera angles to get a better view. The only view in this game is first-person, and that won’t change.
So maybe you have ideas about how systems could work, what kind of animations could be done, or what interactions would actually make sense and feel good. Let me know.
Overall, I’m open to hearing any suggestion—no matter what it could be.
Like I said, this is something that will be started soon. I have funds (in the five digits) to bring this game to life and to hire skilled people who can achieve the vision I’ve intended.
 

GordonShock

Newbie
Jul 23, 2021
91
82
My two cents. Scrap this entirely or waste your 5 figure budget. I suggest you study the most popular/played games here, and learn from them before putting any more time and money in a project. Good luck.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
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Respected User
Jun 10, 2017
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I already have funding in the five digits and will be hiring skilled developers to help achieve this vision.
was making up to US$ 3337,496/month, and he's still making between 25K and 67K/month, more than enough to pay his team. Yet his games are what they are, and it's not by lack of will or knowledge.


What fantasies do you wish you could experience in a game like this?
This is not a good starts for a game to which players should be emotionally attached to. If you do not master the fantasies you'll put in your game, you'll just goes for the cliches, and they'll not be good enough to actually trigger an emotional response.


What would make you stay, get emotionally involved, and feel like you're in another reality?
Emotionally involved, characters with a perfectly crafted, and depicted, personality. As for the another reality feel, a story build correctly enough to stay coherent and feel believable whatever how unreal it can be, coupled to dialogs that feel right.
The visual part is just a plus and will not, by itself, play a role. If the writing is good enough, I can be interested and hooked even if the visual are average. But amazing visual serving a badly built story, or ridiculous dialogs, will only accentuate how bad the story or dialogs are.


The game is a first-person experience set in a hyper-realistic environment. It features detailed lighting, immersive ambient sounds, natural walking physics, and head bobbing that makes the world feel truly alive.
Something that AAA studio achieve, when they achieve it, after years of development and with hundreds peoples working on the game.


The key difference from most games is that everything in this world is interactable—literally anything you see can be picked up and moved or interactable in any way.
Something that no AAA game have, despite their years of development by hundreds peoples...
I'm not sure if you realize the number of elements that will be included in a "hyper-realistic environment". Just limiting to the house, you already easily goes above the hundred, and each one will have to have its own code, and also its own individual model if it's movable.


The long-term goal is for every asset to have multiple uses.
What imply for each one of them to have its description table with (since it's an adult game and they can be used sexually) its three dimension, its global shape, its matter (for the cold/heat factor), its possible generic use (you insert it, you insert something inside, you use it to hit, you use it to touch, etc.), its pain and pleasure factor (because being stroked by a nettle or a feather isn't the same, but each can be enjoyable depending of the target masochism), plus few that don't cross my mind right now, including the factors dedicated to the sole interactions with the environment, like the stability of the object for it to react correctly when you release it.
Plus, obviously, the related set of animations, both for the object and the target, and possibly deform morphs, once again both for the object and the target, this of every single object.
All this being coupled to a core system that interpret the table in order to present the right available actions and compute the right reactions from the target; a target can want a BSDM related object to be used, or at the opposite fear it's use, and whatever its desire to have it used, will sexually and emotionally react to its use in different way depending on its current arousal and the pain/pleasure, but also coldness/heat, factors.
Just coding this core system will blow up your current 5 digits budget.


There is no inventory system; items are held with two hands in a realistic way.
What make the possibility to interact with the object purely useless.
If I can't pickup a toothbrush and have it in my inventory, what is the interest to interact with the toothbrush? If I can interact with it in an adult game that present itself as immersive and realistic, I need to be able to sexually use it. Both to stroke a girl's nipple and clitoris, and to insert it in her vagina and ass.
And I'll not travel through the whole map with it in my hands, in order to drop it where I need it, before traveling back, more than once, to get the other objects I'll want to use with the girls I'm interested with at that moment. I need a travel bag in which I can put all the object that trigger my perverse mind and that I'll use to pleasure, or torture, the girls.


The only things shown on screen is a tiny circle in the center that indicates what can be interacted with.
Why? If you can interact with everything, there's no need to show what can be interacted with. And if there's a need for that tiny circle, then you already, unconsciously, acknowledged that players will not be able to interact with everything, even after the demo.


In this game, there will be a touch of mystery and freedom.
The mystery being "what object do I need to carry since I can only have one", and the freedom being already highly compromised by what you said so far.


To see what the game offers, you’ll need to wander and check things out yourself. There is no “new task” type of system—you can do whatever, whenever.
I wonder how long it will need before someone overloaded a modern computer by pilling up all the movable objects in a single place. Because there's players who will do it (hey, it's a fun things to do when you've full freedom) and there will be a moment when there's way too many of them...


The Main Hook
So what’s the point of the game? It’s mostly simple: freedom and realism, and the ability to buy or sell slaves, in time more and more goals and things to do will be added.
As pointed above, the "freedom and realism" part, that will need the system I talked about above (because "freedom and realism" is being able to divert an object from its intended use and turn it into a sex toy), already disappeared due to the lack of inventory.
This especially if I can buy, and therefore own and play with, slaves. And even more if I can sell them, since it imply the possibility to train them, but have the obligation to move, one by one, all the objects I'll use for this.


The focus here is on exploring the concept of owning a slave in a highly detailed, interactive way.
What imply more entries in the description table for the objects. Highly detailed, as well as realistic, imply that a girl can be allergic to latex, can highly dislike the contact of silicone, or react above all proportion to the contact of metal, and so on.


You can untie them right there in the box, but that might not be a smart move, since they have their own kind of free will.
What imply personality core system that goes beyond the sole freewill/enslaved dichotomy.
To be realistic, a smart girl must be able to fake submission, in hope to escape when the opportunity come. For the same reason, breaking a masochist girl will be more difficult, than breaking an innocent virgin. Some girls will need to be broken, while others could be talk to acceptance of her faith. And, of course, every girl will have a different break point depending on their smartness, tolerance to pleasure and pain, and so on. Break point that shouldn't be too overcome, else you'll end with a brainless living sex doll, something that should still be an option in a realistic game.


You can also drag them, pull them, or lift them out and carry them wherever you want. All these interactions—how exactly you grab or carry them, what positions or grips are possible—are intended to be as realistic and varied as possible, while still being intuitive and easy to handle so there’s no confusion.
And, because realistic girls don't share the same morphology (height and weight included), while they can struggle or not, depending on their state (conscious or not) and current submission, all this will need either multiple sets of animations, or a really complex animation system.


Once they regain consciousness, you’ll be able to interact with them through realistic conversations. When they speak to you, you can respond in specific ways or choose to ignore them—both of which will influence their mental state and future behavior.
Once again the personality core system is mandatory here. A girl will not react in the same way to degradation or praise depending on their submission and free will.
"You've been a good little bitch" will not hit the same if she still have pride, than if she's already an obedient cock sleeve. And just the use of "bitch" will not trigger the same effect if she's willingly submissive, and therefore see herself as a voluntary whore, unless she like degradation, than if she's broken.


So basically, what I need from you guys are ideas that can help make this game something that’s actually playable in the future.
If you really want it to match all you said, well it's simple: raise your budget from 5 digits to at least 8 digits.

To actually reach your dream level of realism and freedom, few programmers and artists will not be enough. You'll need an actual team that works together. What mean the creation of a company and the renting of a place where they'll works. Plus at least one secretary, and someone for the accounting, as well as a legal expert to write the contracts and deal with possible legal issues. And since you'll want your money back, at least two persons in the PR department.


A game you can spend real time on—not just something you boot up, jerk off, and close.
Then the "slave trainer simulation" setting is a bad start. If you want people to do more than jerk off then close, you need to give them something to actually play outside of a pure lewd setting.
It's not different from Visual Novels or RPG Maker actual RPG, that are either a story with lewd, or a succession of sex scene possibly linked by a semblance of story. If you want people to play your game and not just use it as fap material, you have to give them a game that have a lewd part, not a lewd content that have some kind of story. The whole slave training part being only one of the MC occupation, and not the main one.


Like I said, this is something that will be started soon. I have funds (in the five digits) to bring this game to life and to hire skilled people who can achieve the vision I’ve intended.
And as I explained, it will not, and you haven't.

Strictly speaking, doing your game with a 5 digits budget is possible. Especially if handled like most games on the adult gaming scene, therefore with a pledge support; as long as the game catch enough support. But this will be to the cost of the realism, with a relatively limited freedom, and it will never be something that goes further than a game you play when you want to fap.
Because what you want to do is a 2030 AAA game with the budget of an indie studio in the 90's.
 
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cheng.li

New Member
Aug 13, 2020
12
18
Hi, I'm an Unreal / VFX artist myself

I think a huge plus is customizability of characters. I'm playing around with Metahumans atm, so would be cool to have Metahuman faces and customizable morphs. Also face animation of MH is awesome, even audio to animation. Also implementing of game chars or celeb lookalikes as Metahumans is possible (takes some time but done it myself). Custom wardrobe, maybe even customizability like Honey Select 2 or any Illusion game. But $$$$$$$$!!!!

Coming to slave content, games like Red Sakura Mansion, The Tyrant, Slaves of Rome, Corruption, Insight of you, Lewd Town Adventures, Shattered Mind and so on are good impressions.
Maybe also with a good a pregnant/breeding system LOL.

Big point for me is also corruption of other npcs, eventually turning them into slaves. Like family members (MC and slaves [slaves mom wants to rescue her... etc]), world npcs etc. (inspiration by Hana Hook hentais)

To get more than just 30 min fap game and uninstall, there has to be content or purpose, like managing aspects, base building, maybe a rival slave owner, over all sandbox style.

Also not a fan of 1st person, if the MC is customizable as well, a optional 3rd person switch is fairly easy in UE.

Your ideas implement a lot of animations, so investing in a mocap enviroment may be better than hand animated or hoping for fbx animations.

I got plenty more ideas but cant find them right now... LOL
 
Last edited:

0x738Mc4

Member
Feb 19, 2024
188
99
was making up to US$ 3337,496/month, and he's still making between 25K and 67K/month, more than enough to pay his team. Yet his games are what they are, and it's not by lack of will or knowledge.




This is not a good starts for a game to which players should be emotionally attached to. If you do not master the fantasies you'll put in your game, you'll just goes for the cliches, and they'll not be good enough to actually trigger an emotional response.




Emotionally involved, characters with a perfectly crafted, and depicted, personality. As for the another reality feel, a story build correctly enough to stay coherent and feel believable whatever how unreal it can be, coupled to dialogs that feel right.
The visual part is just a plus and will not, by itself, play a role. If the writing is good enough, I can be interested and hooked even if the visual are average. But amazing visual serving a badly built story, or ridiculous dialogs, will only accentuate how bad the story or dialogs are.




Something that AAA studio achieve, when they achieve it, after years of development and with hundreds peoples working on the game.




Something that no AAA game have, despite their years of development by hundreds peoples...
I'm not sure if you realize the number of elements that will be included in a "hyper-realistic environment". Just limiting to the house, you already easily goes above the hundred, and each one will have to have its own code, and also its own individual model if it's movable.




What imply for each one of them to have its description table with (since it's an adult game and they can be used sexually) its three dimension, its global shape, its matter (for the cold/heat factor), its possible generic use (you insert it, you insert something inside, you use it to hit, you use it to touch, etc.), its pain and pleasure factor (because being stroked by a nettle or a feather isn't the same, but each can be enjoyable depending of the target masochism), plus few that don't cross my mind right now, including the factors dedicated to the sole interactions with the environment, like the stability of the object for it to react correctly when you release it.
Plus, obviously, the related set of animations, both for the object and the target, and possibly deform morphs, once again both for the object and the target, this of every single object.
All this being coupled to a core system that interpret the table in order to present the right available actions and compute the right reactions from the target; a target can want a BSDM related object to be used, or at the opposite fear it's use, and whatever its desire to have it used, will sexually and emotionally react to its use in different way depending on its current arousal and the pain/pleasure, but also coldness/heat, factors.
Just coding this core system will blow up your current 5 digits budget.




What make the possibility to interact with the object purely useless.
If I can't pickup a toothbrush and have it in my inventory, what is the interest to interact with the toothbrush? If I can interact with it in an adult game that present itself as immersive and realistic, I need to be able to sexually use it. Both to stroke a girl's nipple and clitoris, and to insert it in her vagina and ass.
And I'll not travel through the whole map with it in my hands, in order to drop it where I need it, before traveling back, more than once, to get the other objects I'll want to use with the girls I'm interested with at that moment. I need a travel bag in which I can put all the object that trigger my perverse mind and that I'll use to pleasure, or torture, the girls.




Why? If you can interact with everything, there's no need to show what can be interacted with. And if there's a need for that tiny circle, then you already, unconsciously, acknowledged that players will not be able to interact with everything, even after the demo.




The mystery being "what object do I need to carry since I can only have one", and the freedom being already highly compromised by what you said so far.




I wonder how long it will need before someone overloaded a modern computer by pilling up all the movable objects in a single place. Because there's players who will do it (hey, it's a fun things to do when you've full freedom) and there will be a moment when there's way too many of them...




As pointed above, the "freedom and realism" part, that will need the system I talked about above (because "freedom and realism" is being able to divert an object from its intended use and turn it into a sex toy), already disappeared due to the lack of inventory.
This especially if I can buy, and therefore own and play with, slaves. And even more if I can sell them, since it imply the possibility to train them, but have the obligation to move, one by one, all the objects I'll use for this.




What imply more entries in the description table for the objects. Highly detailed, as well as realistic, imply that a girl can be allergic to latex, can highly dislike the contact of silicone, or react above all proportion to the contact of metal, and so on.




What imply personality core system that goes beyond the sole freewill/enslaved dichotomy.
To be realistic, a smart girl must be able to fake submission, in hope to escape when the opportunity come. For the same reason, breaking a masochist girl will be more difficult, than breaking an innocent virgin. Some girls will need to be broken, while others could be talk to acceptance of her faith. And, of course, every girl will have a different break point depending on their smartness, tolerance to pleasure and pain, and so on. Break point that shouldn't be too overcome, else you'll end with a brainless living sex doll, something that should still be an option in a realistic game.




And, because realistic girls don't share the same morphology (height and weight included), while they can struggle or not, depending on their state (conscious or not) and current submission, all this will need either multiple sets of animations, or a really complex animation system.




Once again the personality core system is mandatory here. A girl will not react in the same way to degradation or praise depending on their submission and free will.
"You've been a good little bitch" will not hit the same if she still have pride, than if she's already an obedient cock sleeve. And just the use of "bitch" will not trigger the same effect if she's willingly submissive, and therefore see herself as a voluntary whore, unless she like degradation, than if she's broken.




If you really want it to match all you said, well it's simple: raise your budget from 5 digits to at least 8 digits.

To actually reach your dream level of realism and freedom, few programmers and artists will not be enough. You'll need an actual team that works together. What mean the creation of a company and the renting of a place where they'll works. Plus at least one secretary, and someone for the accounting, as well as a legal expert to write the contracts and deal with possible legal issues. And since you'll want your money back, at least two persons in the PR department.




Then the "slave trainer simulation" setting is a bad start. If you want people to do more than jerk off then close, you need to give them something to actually play outside of a pure lewd setting.
It's not different from Visual Novels or RPG Maker actual RPG, that are either a story with lewd, or a succession of sex scene possibly linked by a semblance of story. If you want people to play your game and not just use it as fap material, you have to give them a game that have a lewd part, not a lewd content that have some kind of story. The whole slave training part being only one of the MC occupation, and not the main one.




And as I explained, it will not, and you haven't.

Strictly speaking, doing your game with a 5 digits budget is possible. Especially if handled like most games on the adult gaming scene, therefore with a pledge support; as long as the game catch enough support. But this will be to the cost of the realism, with a relatively limited freedom, and it will never be something that goes further than a game you play when you want to fap.
Because what you want to do is a 2030 AAA game with the budget of an indie studio in the 90's.

Thanks for the detailed response I read everything carefully, and you definitely made some solid points.
You're right that with the current five-digit budget, building a game on the scale I described especially isn't realistic at this stage. I probably overstated the "everything is interactable" idea. What I actually meant is that a good number of key objects and items will be interactable at the demo, not literally every single thing. And of course, in the demo, only a limited number of objects will be functional, just to showcase the concept.
I also agree with you about the importance of story and emotional depth. That’s something I want to eventually master.
Overall, you pointed out some real challenges in executing the vision, and honestly, all of them have crossed my mind. But part of the purpose of sharing this is to keep an open mind, listen to feedback like yours, and make the right adjustments so I can push things as far as possible within reason and current resources. My goal is to reach the highest level I can with the passion and resources I have.
The demo is just the first step, I'm hoping to make it polished and realistic enough to show the potential of the project and, hopefully, attract support and collaborators along the way.
I just wanted to add something important that might clarify things a bit.
I’m fully aware that most of the ideas I shared are a long shot. Before even posting the thread, I actually sat down and looked at the numbers, what it would take, and how realistic it all is and honestly, the conclusion was kind of a joke in itself. I know that building everything exactly as described isn’t possible with my current budget or resources.
But that’s actually the reason I made the post: not to say “this is exactly what I’m doing,” but more like “this is the dream and what parts of it can realistically be done, and how should I adjust?” I’m asking for help and feedback because I know things have to change to make the project viable. I want to find the right balance between ambition and what’s actually doable.
So yeah, I appreciate your response. It’s helping me figure out where to draw the line between passion and practicality and how I can shape this into something real, even if it starts small.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
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Respected User
Jun 10, 2017
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But part of the purpose of sharing this is to keep an open mind, listen to feedback like yours, and make the right adjustments so I can push things as far as possible within reason and current resources.
And the main intent behind my answer wasn't to discourage you, nor to say "it's impossible", but to permit you to actually make those right adjustments.

I'm a 54yo programmer, I've been full of enthusiasm more than once in my life, and sometimes I would have liked that someone come and force me to scale down my idea before I hit a wall. Because generally once you hit the wall, it's too late to scale down and you don't really feel like starting again from scratch.

Good luck with your project because, even if it's not really the kind of game that I would play, it feel interesting and worth being tried.
 

MissCougar

Active Member
Feb 20, 2025
501
1,282
I love that you are excited, and I hope that you have skills in Unreal as well and you're not hoping to get developers with the money you have. That won't be sufficient to get you very far. :coffee:

I love your ideas but I'm not entirely certain what it is. Sounds like you maybe are aiming towards a sort of MadMind Studio Nymphomanic type game? If you haven't seen that yet I suggest you check it out because it seems like it's got everything you are aiming for already in some way.

I always fear when people go to the community for ideas though, I feel like that tells me there isn't much meat to the project outside of "so I have this idea...." and that's probably going to be tough to develop around and have goof longevity.

I'd love to see more, or maybe some screenshots of your characters/environments. Though I will say when it comes to unreal I'm kind of over "hyper realistic" since you can get that with free assets these days and it's just not as fun as a creative world thats not hyper realistic.