In a harem game, would you let a guy die to add two more girl to your harem?

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Adabelitoo

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Jun 24, 2018
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Well, if that's your take on what a moral dilemma is then rest assured in my case there wouldn't be any moral dilemma with your game. He'll die and won't be missed -and again I guess that would be the vast majority of players' opinion, so your intended 'stressful choice' won't be that effective.

In this new example, there won't be any moral dilemma either, I wouldn't rape her, but as Anne has tried to point out it wouldn't be an actual 'choice' but a fake one, since the alternative is so against my beliefs that I won't even consider it. For it to be a dilemma the choice needs to be a bit more balanced. So force me to actually kill him in a bloody gore way and... I might not try that path (but for others it will still be a no-brainer). And even better, put a potential love interest in the place of the cool guy and you'll have your dilemma. I know of certain Bakery Doctor who made a career thanks to this
That's what I expected, but hey, the results so far say that 18 would kill him without a second thought while 33 said that it depends. It's okay if this isn't "stressful" for most people. I don't pretend to take anyone's sleep away with a porn game.

Letting someone die only to get two more pussies when the player knows that he can save him, that is a moral dilemma. It may not be strong enough for you to recognize it as such, but just because I don't find DOTA fun it doesn't mean that DOTA isn't a game. You literally said it yourself "put a potential love interest in the place of the cool guy and you'll have your dilemma" so the exact same situation but with a woman instead of a man sudenly becomes a moral dilemma. That always was a moral dilemma, it's just that now you're applying your double moral (also known as double standard), but that isn't the topic here.

Again, there is a choice here. Saying that it's a fake choice is like saying that playing Genocide Route in Undertale is a fake choice simply because you don't want to kill others.
 
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anne O'nymous

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Dude, my profile picture has been Papa Marcus since created the account. That gives you an idea of who you are talking to.
I'll choice, "you're the exception that confirm the rule" ;)


But here you're blaming the dev because of each player personal preferences.
Partly because it's true (see below), partly because... well, have you seen many people saying "oh fuck, I'm an idiot" around there ?


Imagine the classic game when you can be a sweetheart or an asshole to get the girls. If someone isn't into asshole MCs then they only have the path of the wholesome MC, but that doesn't mean that they don't have a decision to make. They are the one choosing to play one and ignore the other route. That's a player making a choice.
There's choices that are voluntary, and others that feel (or sometimes effectively are) mandatory ; all depend of the reward balance, and the knowledge the player have (see below for this last part).
If the game is well balanced, the choice will be totally voluntary. Like by example the megaton's bomb in Fallout 3 ; 500 more caps if you blow the town, but at this time you learned that you can find the difference if really you need to. But if the reward behind one of the option is disproportionate, it's something else. And it's the case in your scenario ; either you do the "right choice", and you have nothing, or you do the "wrong choice", and you increase by 50% the size of your harem.
It's where the author responsibility lie, in the unbalance of the reward. Would it be more balanced (whatever if it's "you saved my life, choose one of my girls", or "you saving his life was noticed, two girls rang at your door the next day"), the fault would only come from the player ; he want to have this reward, whatever the price to pay for it.

Therefore, with your scenario, many players would feel trapped, forced to make a choice they wouldn't have made otherwise. Of course, you'll answer that they could choice the "no reward" option. But tell me, while playing do you really never made a deal with yourself, doing some steps outside of your comfort zone, in order to have an interesting, or helpful, reward you would have missed otherwise ?
"Ok, she's innocent and don't deserve to die, but it's just a game, right ? And if I agree to kill her, I'll have a gun twice more powerful than the one I actually have. I looked online, I need to level up four more times before I can access to guns this powerful. Those bastards almost killed me in the last fight, do I really have the choice ?"
The same kind of thoughts apply for your scenario. "This guy don't deserve to die, but it's just a game and, more important, I'll not kill him, I'll just not save him ; sorry guy, didn't heard my alarm this morning. And if I do this, I'll have now have six girls in my harem. I looked in the thread, it's the only time where I can add girls to it, do I really have the choice ?"
Of course, not all players would make this choice, but for those who would do, the majority would blame you, and your poor balance, for this. And they wouldn't be totally wrong.


Here the difference is that this choice about this guy happens mid game and the outcome may not be the want you wished. If someone saved that guy and then he finds out that he prefers having the girls, that player can pick an old save file and change the outcome. That's a player making a choice.
Can I say that it's a really bad design choice ?

Do not put the players face to blind choices, period.
The bigger is the impact of the outcome, the more the player need to know about him beforehand ; if he missed the clue, it's his problem, but he need to have had them. And here, the impact is big, since it's two more girls in the harem.
Put back your player shoes an instant. How would you feel facing an, "you know, this choice you made, three months ago ? Well, it's because of it that you're fucked right now".

There's potential behind the scenario, but totally not the way you present it.
  • Let the player discover that there's a thread above the guy's head.
  • Make the guy say that, if he die, he want the MC to take care of his girls.
  • Let the player know more precisely about the threat ; "it will happen at this coffee shop, but not before a long time".
  • Make the player discover a new coffee shop that just opened.
  • Put the player face to a choice.
    a) Tell the guy about the new coffee shop, what will save his life in the future.
    b) Say nothing, what will lead to his future death.
And here, despite the reward being still unbalanced, the choice goes back into the players hands.
You aren't betraying him by placing him face to a blind decision, with in top of it an unbalanced reward. He know everything, so, do he want the girls, or do he want to sleep peacefully this night ? Is he greedy, or is he moral ?
 

Flecc

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Sep 3, 2018
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Hell i dunno minds a bit fuzzy at the moment ,I survived a car crash that both my parents died in and now i have the urge to peep on women in the shower at my aunts house . Any one touches the women in my aunts house or any other house come to think of it except my best buddy dies
 

Adabelitoo

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Jun 24, 2018
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have you seen many people saying "oh fuck, I'm an idiot" around there ?
No, but that doesn't mean that others shouldn't point that out. Something becomes "common sense" only when others stop question it.

If the game is well balanced, the choice will be totally voluntary.
I never said anything about "the balance". If the player saves the guy, he gets extra scenes, threesomes and foursomes with the girls he already have. Imagine that the time that the MC could spend with the twins ends being a trip to the beach with the other 4 girls.

I never said anything about sex or "rewards", and that was for a reason. I want people to focus on the dilemma and vote, not on the rewards. Even without talking about the rewards, more than half of the people voted that it depends on X things, even if my OP could have make you and others think that the player will have "less rewards" or "unbalanced reward".

Can I say that it's a really bad design choice ?
Can I say that literally every player and dev does that regardless of anything else? Because no matter what we are talking about, as long as the player thinks that maybe there is a more likeable outcome and the dev did bothered codding that outcome, a player will always load a previous file and try it again. There is nothing a dev can do to avoid that.

Do not put the players face to blind choices, period.
The bigger is the impact of the outcome, the more the player need to know about him beforehand ; if he missed the clue, it's his problem, but he need to have had them.
Personally, no. Fuck that. Life is full of surprises. Most of the things we plan in life doesn't end as we wished or thought, such is life. I'm tired of those super hald holding games that warns you even the tiniest detail. Life wouldn't be fun if we could predict the outcome of every situation ahead of us. I know that these are games and not RL and that people come here to escape from RL, but hey, this is one thing that people couldn't prevent. If one thing is already enought to scare players, that's totally fine, go and play other games.

Put back your player shoes an instant. How would you feel facing an, "you know, this choice you made, three months ago ? Well, it's because of it that you're fucked right now".
Me: "Oh no! Now I have to load a previous save and spend an entire minute pressing control to skip all the dialogues I already read and read some new scenes I didn't get before! What a tragedy!"

I mean, I get that on a sandbox game it could be more annoying because you have more clicks to do, but still, clicks...
 

randi99

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Jul 28, 2021
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For me getting girls for the sake of harem is not good, don't get me wron i love harem games ,but i care more about the story and interraction between characters, if the mc never met the girls and the guy is good then i save him.
Goodluck with game.
 
Jun 25, 2018
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Its all going to depend on the context of the harem and the world. Are there drawbacks to the size of the harem or is it a limitless void where all the women will be happy and loyal regardless of what the MC does?
Is that other guy someone the player can connect with in a positive way, or just a jerk they'd be happy to see knocked off regardless?
Are the girls up to the player's standards? Your definition of hot is not mine or other people's. That is not meant as an insult but everyone has their preferences. If they are not hot, it is not a choice, or I'm choosing an answer not for the reasons you believe.

Lastly, and more importantly, the player has to know the outcome for there to be a moral dilemma. From reading your idea in the OP, the player will not know the 'reward' for letting the guy die. So when I play this game I won't even know there is a dilemma to begin with. I'll just play the game and suddenly, without warning, he will get killed and I get +2 to the harem. Or he lives and I didn't even know he was going to be killed.
 
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Adabelitoo

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Lastly, and more importantly, the player has to know the outcome for there to be a moral dilemma. From reading your idea in the OP, the player will not know the 'reward' for letting the guy die. So when I play this game I won't even know there is a dilemma to begin with. I'll just play the game and suddenly, without warning, he will get killed and I get +2 to the harem. Or he lives and I didn't even know he was going to be killed.
This is true, but it's only true as long as the player wants to believe it. If people want to go with the flow and stick to whatever outcome they arrived simply because they already did it, that's totally fine, but most people will simply load a previous save and change the outcome as they wish it, and that's totally fine too.

But some players, definitely not all of them, probably not even half of them, will be like "Wait, was up to me to save him? Should I go back and save him? Should I keep the twins in my harem? I already know all the answers. What should I do?" and that will be my win.
 

Ennoch

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Would i let another guy die to get the girls?

I'd kill two other guy to get the girls :cool:
 

Yngling

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Interesting discussion.

With regards to harem, I think it is a more or less stupid premise to begin with. Besides the fact that it would probably be hell on earth IRL to live with so many females in one house, anne O'nymous's conclusion is factually correct: "the goal of a harem game is to have all the girls" otherwise it can be a lot of things but not a harem game. So if the premise is really to have a harem game, the guy dies. I'm not sure who said it, but "you are playing the game to unlock the pictures". Which, to me, seems like quite low level storytelling. I would much prefer a game where you need to choose between a few love interests, even if that means you need to play the game a few times to see all content.

Further, I don't really see the point of creating a moral dilemma which is hidden so well that the player can't really see it without WT. I fullly agree with anne O'nymous on this, particularly post https://f95zone.to/threads/in-a-har...-girl-to-your-harem.97682/page-2#post-6803036
To put it like this: this exact second, another guy somewhere in the world dies. Does that affect me? Do I care about it? As cold hearted as it may sound, I don't really. It's a fact of life that people die. As long as it is not somebody I know, I don't care at all. If I vaguely know him, I probably still don't care. If he were my friend, I'd care. But if the game expects me to befriend him first to save him from dying, then, meh... I guess it depends on the "reasons".

Personally, no. Fuck that. Life is full of surprises. Most of the things we plan in life doesn't end as we wished or thought, such is life. I'm tired of those super hald holding games that warns you even the tiniest detail. Life wouldn't be fun if we could predict the outcome of every situation ahead of us.
I fully agree with this, but at the same time I do think decisions are made in a certain context. I think that's what anne O'nymous tried to say before about the difference between "choice" and "decision".

If you need to pass a certain large obstactle and get the choice "go left" or "go right" then the choice would be random. If you chose "go left" and happened to meet the love of your life, which you would have missed if you went "right", then that's random. IRL that would be ok but for a game that would be too random in my opinion.

If the choice is "go to a party" or "stay at home", where at the party you end up in a one night stand, or at home you hook up with the neighbour, that would be better. Somewhat predictable without being obvious.

If the choice would be "warn the friend with the hot twins that the mob is looking for him" or "not warn the guy", that would be a valid decision, where the morally good choice would "cost" you access to the twins. To me this would be more interesting then the guy dying without knowing him.
 

woody554

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Jan 20, 2018
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If you need to pass a certain large obstactle and get the choice "go left" or "go right" then the choice would be random. If you chose "go left" and happened to meet the love of your life, which you would have missed if you went "right", then that's random. IRL that would be ok but for a game that would be too random in my opinion.

If the choice is "go to a party" or "stay at home", where at the party you end up in a one night stand, or at home you hook up with the neighbour, that would be better. Somewhat predictable without being obvious.

If the choice would be "warn the friend with the hot twins that the mob is looking for him" or "not warn the guy", that would be a valid decision, where the morally good choice would "cost" you access to the twins. To me this would be more interesting then the guy dying without knowing him.

in practice though the players will almost certainly interprete that ANY question regarding another male character is a choice for ntr. the most innocent early game choice about befriending or in any way taking into consideration a male NPC will instantly be interpreted as a big red flashing button: "ATTENTION! CLICK YES FOR NTR!" which for harem people will be an instant no.

so it not only doesn't really matter how the moral dilemma is posed, but also people will react very negatively if that choice turns out to be something else than ruling out ntr.
 
Jun 25, 2018
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This is true, but it's only true as long as the player wants to believe it. If people want to go with the flow and stick to whatever outcome they arrived simply because they already did it, that's totally fine, but most people will simply load a previous save and change the outcome as they wish it, and that's totally fine too.

But some players, definitely not all of them, probably not even half of them, will be like "Wait, was up to me to save him? Should I go back and save him? Should I keep the twins in my harem? I already know all the answers. What should I do?" and that will be my win.
There is still not a moral dilemma because, as you say, the player can just roll back and see everything. If they've gone through and scrolled back to every single branch to see everything, there is not much of a dilemma anymore. The game is completely finished, and with scroll back you can just make a save with all the endings. There is no time investment like a full-length RPG. The point for the moral dilemma is in the moment, and there currently is not one on a clean playthrough.

I'll use a comparative example from the game Until Dawn.
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I'm not saying your idea cannot become a moral dilemma, but as it stands now there is no dilemma for the player. I'll first go through it never knowing I had a choice, and later on if the game is gripping enough will I care enough to go through and find the other branching paths. Since my intent is to now find the branching paths and explore their route, there is no dilemma. I have to make that choice to see the other part of the story. It is a checklist.
 
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Adabelitoo

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There is still not a moral dilemma because, as you say, the player can just roll back and see everything. If they've gone through and scrolled back to every single branch to see everything, there is not much of a dilemma anymore. The game is completely finished, and with scroll back you can just make a save with all the endings. There is no time investment like a full-length RPG. The point for the moral dilemma is in the moment, and there currently is not one on a clean playthrough.

I'll use a comparative example from the game Until Dawn.
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I'm not saying your idea cannot become a moral dilemma, but as it stands now there is no dilemma for the player. I'll first go through it never knowing I had a choice, and later on if the game is gripping enough will I care enough to go through and find the other branching paths. Since my intent is to now find the branching paths and explore their route, there is no dilemma. I have to make that choice to see the other part of the story. It is a checklist.
I get what you say, but if you start from the point that players can always rollback and check the other branch, there is absolutely no choice, branch or decision in this games that makes any sense at all.

If people want to play both routes at the same time in different saves, that's great for me. That means my game is so interesting that people want to see all of it. Even with that I know a decent amount of people will only stick to one route until the end. Every game here with more than an eding can be seems as a checklist. My moral dilemma isn't even near the end, it's more like a mid game thing, and it isn't the main plot of the story, it just presents a branch.
 
Oct 31, 2017
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Before I vote, there are two minor details I would like clarified:

1) How pretty is this guy in a dress?
2) Are these girls crazy? If so; in the good sexy way, or the bad stabby way?

I gotta balance those two facts out before I can make a decision on this ya know. :unsure:


Alright, now that I've made everyone think this is not a serious post and they've skipped to the next, allow me to be serious. I'm not seeing any dilemma here, especially one that the title of this thread would imply. Firstly, the fact you stated that you won't be aware you get the twins until after the fact throws the thread title right out the window and at a passing cyclist. Secondly, and I'm the more irked by this fact, if you have to check a WT to realize what choices led to this man's death it becomes less 'moral decision' and more arbitrary dev shenanigans. (Out of Left Field example: The reason you got the 'Killed by Minotaur' bad end in a because that hamburger you had 2 hours ago was actually his son, and that locked you out from his dialogue options. Should have gone for the chicken, friend.)

That said, if you're taking some time to show that some dirty dealings are afoot for the poor lad you would get my interest, particularly if there's some subtle hint in the decision options (but not too spelled out). After that, I'm curious as to how the aftermath would be if he does die in the end. Why did he die? How am I the one getting these twins? Were they involved? Am I next? And so forth. Obviously in a perfect world said answers would be reactive to the particular choices made before that, but that's a level of scripting hell I wish on nobody so I'm not going to hold you to that.

I do have more thoughts than that of course, but I'll save em until I read the thread a little more. I did skip ahead once I noticed the 2 points I mentioned above (Not the joke ones at the top to be clear). Speaking of that, pardon me if I finish this off with a little more tomfoolery, lest the TL;DR crowd realize I'm actually being serious for once.


But seriously though, how good does this guy look in a dress?
 
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Adabelitoo

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I'm not seeing any dilemma here, especially one that the title of this thread would imply. Firstly, the fact you stated that you won't be aware you get the twins until after the fact throws the thread title right out the window and at a passing cyclist. Secondly, and I'm the more irked by this fact, if you have to check a WT to realize what choices led to this man's death it becomes less 'moral decision' and more arbitrary dev shenanigans. (Out of Left Field example: The reason you got the 'Killed by Minotaur' bad end in a because that hamburger you had 2 hours ago was actually his son, and that locked you out from his dialogue options. Should have gone for the chicken, friend.)

That said, if you're taking some time to show that some dirty dealings are afoot for the poor lad you would get my interest, particularly if there's some subtle hint in the decision options (but not too spelled out). After that, I'm curious as to how the aftermath would be if he does die in the end. Why did he die? How am I the one getting these twins? Were they involved? Am I next? And so forth. Obviously in a perfect world said answers would be reactive to the particular choices made before that, but that's a level of scripting hell I wish on nobody so I'm not going to hold you to that.
Some player: "Oh, that innocent guy died because I ignored him... Was it my fault? Should I be friends with him? I can use an older save file and save him, but wait, I'll lose the story with the twins. What should I do?"

That's a moral dilemma. It may not hit everyone in the same way that most sad stories here don't make everyone sad, but a sad story is still a sad story in the end. What I see interesting is that it "hits" the player because the player is the one who can go back and change it, not "the MC", and it hits him even with a WT in hand.

Your example about shenanigans seems kinda extreme so let me set another scenario. You and this guy have to go somewhere, there are two pats, left and right. You choose right, you die, you choose left, you live. Shenanigans? Kinda, but now imagine that whoever goes right dies and whoever goes left lives and gets to see the other die and understand why he died. I wouldn't call that shenanigans as long as the explanation makes sense like "someone was waiting in the right path with a gun" and not something stupid like "a dog shitted in that path, he slipped and died".

For the rest, that's info that I'm not giving, mostly because I don't want people to focus on that. Fill the voids as you like, I'll reply only if your imaginary stuffing goes too far and bents the arguments too much.
 

Yngling

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Some player: "Oh, that innocent guy died because I ignored him... Was it my fault? Should I be friends with him? I can use an older save file and save him, but wait, I'll lose the story with the twins. What should I do?"
If you put it like that, then it's the same moral dilemma as:

1) I should abandon my beautiful wife and daughters and my very well paying job to go to Syria/Afghanistan/Somalia/Mali/whatever as a human aid worker, maybe I'll make friends there

2) Fuck that, let those guys take care of their own mess

Call me cold-hearted, but that's number 2 for me, no question.
 
Oct 31, 2017
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For the rest, that's info that I'm not giving, mostly because I don't want people to focus on that. Fill the voids as you like, I'll reply only if your imaginary stuffing goes too far and bents the arguments too much.
Oh, I wasn't actually asking for those details btw, I just brought those questions up to state that those would be details that would keep me interested while playing said game (except for the dress/prettiness ratio, that one I'm afraid I'm gonna need that one up front. :p)
 

anne O'nymous

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No, but that doesn't mean that others shouldn't point that out. Something becomes "common sense" only when others stop question it.
I agree with the theory. But being alive since 50 years, and on internet since near to 20, I can also say that it's alas just a theory. What doesn't mean that nothing should be done, just that no visible result are to be expected.


I never said anything about "the balance". If the player saves the guy, he gets extra scenes, threesomes and foursomes with the girls he already have. Imagine that the time that the MC could spend with the twins ends being a trip to the beach with the other 4 girls.
What is still unbalanced from the point of view of the player, since it's scenes that, globally speaking, he can already expect to have.
Of course, perhaps that saving this guy is the only way to have "this scene", but the said scene would only be a variation of what is already possible. He'll not see the girls in sexy bikini ? Well, he already see them in sexy underwear. He can't play with the girls at the beach ? Well, he can already play with them in so many other places.
This while letting the guy die is the only way to have scenes with the two other girls.


I never said anything about sex or "rewards", and that was for a reason.
Reason that I understand, but your intent and how the players while perceived it aren't necessarily the same. Unless it's a pure narrative choice or a customization one, players will expect, consciously or no, a reward when he chose right. Especially with Ren'py, where too many players learned to advance following a trial/error pattern. "No reward ? Oops, I made a wrong turn here, I'll rollback". "Big reward ? Hmm, I'll rollback to see if I prefer this one, or the big reward that hide behind the other choice".
In an adult game, the said reward can be many things, from one more love point, to a new available girl, passing by the obvious sex scene. From your point of view as author, it's the logical progression of the game, but from the point of view of the player, it's the reward because he made right choice.


I want people to focus on the dilemma and vote, not on the rewards.
Then you messed your title. Look at the answers, what caught the eyes is "two more girls", not "let a guy die".


Even without talking about the rewards, more than half of the people voted that it depends on X things, even if my OP could have make you and others think that the player will have "less rewards" or "unbalanced reward".
Perhaps because we project ourselves in the effective situation, while others answered in a more theoretical way.

It's the 40th anniversary of death penalty abolition here, and one of the analyst came with a really good argument : When the abolition happened, around 80% of the citizens were against it. Yet, during the last 20 years before the said abolition, when a trial could have led to a death sentence, in less than 15% of the time it was the jury choice. Whatever how angry they were, whatever how many times they said "if someone do [this] he deserve to die", when they have to choice, they are more balanced ; just doing "this" isn't enough, it need more to take one's life.
There's a whole world between theory and practice, even when it come to games. And while the near to 30% who said that it depend how they feel about the guy, probably voted with in mind some, "I need to really dislike him", many would be less strict when put face to the situation ; the condition would then be more on the side of some thoughts like, "I need to like him enough to want him to live".


Can I say that literally every player and dev does that regardless of anything else?
You can, because it's not false, even if it's less generalized in "regular" games, than it is in adult games.


Because no matter what we are talking about, as long as the player thinks that maybe there is a more likeable outcome and the dev did bothered codding that outcome, a player will always load a previous file and try it again. There is nothing a dev can do to avoid that.
Do you really think that it apply on this scene ?
You are way more courageous and/or dedicated than me, if you never decided to quit playing/following an adult game because you just not felt ready to load an one hour (or more) old save. Really few games worth this, and there's enough of the other games to stop playing one without being deprived of our dose of perversion.
You seem to be a little too deep on the author's shoes to see the flaws of your scenario ; what isn't a criticism, it happen to all of us when we think that we had a great idea. You defend your idea, what is natural, but doing this you tend to forget a little part of the reality.


Personally, no. Fuck that. Life is full of surprises.
I'm sure that in a part of your memory, there's a "oh, yeah, it's this person... Well, he know what I just said". Note that I say this without any bad feelings. It's just that I know this too well, and therefore I'm perhaps less prone to too big surprises when I just want to entertain myself.


Most of the things we plan in life doesn't end as we wished or thought, such is life. I'm tired of those super hald holding games that warns you even the tiniest detail. Life wouldn't be fun if we could predict the outcome of every situation ahead of us.
See, it's what I said above regarding you being too deep on the author's shoes. You defend your idea (what is normal), but doing it you forgot that there's a whole world between giving all the small details, and giving some subtle hints.

In the last (in date) chapter of Heavy Five, you can kill the cat (he'll come back, it will be a running gag). Will he live or die depend of one choice: do you want to switch place before turning on the reactor.
At first sight, it's a blind choice. At no time the problem of the cat is addressed in the discussion. But in the second chapter it was pointed that the absence of shield around the reactor was dangerous. Early in the scene, you clearly see the cat entering the room. And finally, right before you face the choice, you can see the cat under the reactor.
Therefore, at no time it was a blind choice. You had all the information you needed. The fact that switching place will save the cat was just a guess. But the other choice being, "turn the reactor on", it was your only chance to expect a better outcome. After, you can also have killed him because you weren't attentive, but you can't blame the author because you failed to process the information.

And the exact same happen in real life interactions. We obviously can't predict the outcome of a decision, but by processing the information we have, and being attentive, we can often reduce the risk of bad outcomes.
You want a salary raise and, smartly, waited the day after the lovely week-end your boss planed for this marriage anniversary. If he come with a big smile, go for it, he'll surely agree because he want to share all the happiness he feel. But if you see him with a long face, abort immediately ; you don't want to be the one paying for the disaster that his week-end was.
The girl you talk to, often look at her watch ? Stop to insist, you've no chances whatever how genuinely she's smiling. You're nice and it's pleasing to pass time in your company, but passing time is all she do.
You want to please your girlfriend by offering her some flowers ? Remember that time she said that her grandma used to have red roses in her garden, and how she loved the view through her window in the morning ? Buy her red roses, you'll make her twice more happy.

Since games don't have to be different from life, what I totally agree with, why should they never offer clues ?
Plus, we don't play to be frustrated, but to forget about real life frustration ; what especially apply for adult games. Therefore, even big decisions need some clues. After, all rely on us, and on our ability to see and understand those clues, or not. If we are frustrated, it will be because we failed, not because the author haven't tried to warn us.
It doesn't mean that you can't put shocking or negative scenes in your game, just that they shouldn't depend of a blind choice offered to the player.


Me: "Oh no! Now I have to load a previous save and spend an entire minute pressing control to skip all the dialogues I already read and read some new scenes I didn't get before! What a tragedy!"
You're forgetting about the choice you'll have to make again. And since you said that the choice will come way before its consequences, there will be many of them. Of course, if it's the choice you made, Ren'py will continue to skip, but still you've to rollback to the choice when you guessed wrong (because when you skip you can only guess since you haven't read the context). And if you made some trial/error, or already had to reload in between, it will be a long rollback.
You know that it's not exactly this easy, like I know that it's not always this difficult.


I mean, I get that on a sandbox game it could be more annoying because you have more clicks to do, but still, clicks...
But clicks for what interest ?
You are realistic enough to know that if the game isn't deeply interesting, there's more risks to frustrate a player enough for him to quit, than to amaze him and make him ready to redo everything.
 
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desmosome

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Sep 5, 2018
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This is not a very compelling choice on many levels.

This is not a moral dilemma at all for the MC. You are quite adamant that this MC is a good dude, so the natural choice would be to befriend the guy. You even go as far as to say that refusing to befriending him is not framed as an asshole move, thereby removing any moral consideration in this choice. Also, if the MC does not befriend the guy, why would his death mean anything to the MC or even the players? What you created is a meta game choice, not a moral one. Meta game choices can be used to split branches and such, but they should be quite clear on the effects of said choice. Here, you made an unclear meta game branching choice with a delayed payoff, which is quite poor as a story telling mechanism as well as a form of branching decision. In fact, the nature of this choice even being a meta game branching choice would only be apparent in hindsight. That's rather crappy.

Since there is no real reason for a good guy MC to not befriend a "cool guy," almost everyone would be hit with a sudden realization that they are out of 2 harem chicks because of some trap decision made way back then. Actually, this realization might only happen outside of the game, when they read posts about how the guy has to die for you to get the 2 chicks. A blind player might not even realize that there was an option. Everything about it just makes this a very boring and annoying choice.

Imagine a scenario with a universally loved friend like Stabby Mike. One day, someone on the forums posts that you can get 2 hot ass chicks if you left Stabby Mike in jail when you first meet him, causing him to eventually die (I have no idea what the actual outcome of leaving him in jail is lol). How well received would that choice be, hmmm? People who got attached to him and don't want him to die would get mad that they lost out on 2 chicks. People who are all about that harem will just start over and get him killed to get more chicks but be sad that the best character in the game had to die for it. People who originally let him die have nothing to miss because they never really interacted with him. Worse yet, this choice to get him killed or not is not a meaningful decision made within the narrative. It only presents the question on the meta game level: how important is 2 chicks compared to a cool sidekick?
 
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moskyx

Forum Fanatic
Jun 17, 2019
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People who are all about that harem will just start over and get him killed to get more chicks but be sad that the best character in the game had to die for it.
Oh, yeah, meta was the concept I was looking for. But this line I'm quoting is exactly the reaction OP is going after, from what I've gathered. He's aware of everything else you said, he just want some people to hate him (?) for 'forcing' them to do something they don't like to do, something they didn't do in their 'blind' playthrough because their 'morals' told them to befriend that guy. That moment in which the player has to evaluate if it's really worth to let him die just to get those scenes with his chicks is the 'moral dilemma' he's talking about.
 

Jaike

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Aug 24, 2020
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Maybe the set-up could work if the story is written so that the player is more distant from the MC and is explicitly a different entity who gets more information than the MC. Then you could give the relevant information to the player needed for a real moral dilemma and the MC stays clueless but gets to keep his hands clean. Bonus points if the player gets to see unskippable scenes between the good guy and his two ladies if he gets to live. :p

in practice though the players will almost certainly interprete that ANY question regarding another male character is a choice for ntr. the most innocent early game choice about befriending or in any way taking into consideration a male NPC will instantly be interpreted as a big red flashing button: "ATTENTION! CLICK YES FOR NTR!" which for harem people will be an instant no.

so it not only doesn't really matter how the moral dilemma is posed, but also people will react very negatively if that choice turns out to be something else than ruling out ntr.
The fun outcome would be if it was revealed later that the guy was an upstanding, non-cucking harem enjoyer and anti-NTR vigilante who slew bulls, so that by his death NTR is introduced into the game. :p