Is combat intimacy fundamentally flawed with a female protagonist?

caudatum

Newbie
May 25, 2024
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Let's say the player can decide one area to be more sensitive than the others, like in DoL. Let's say the boobs for example. If the player makes this decision, he wants to see more boob content. Now in combat though, he has to keep the enemy away from the boobs, because he takes more damage if they touch him there.

I generally feel like there is this misalignment between what the player wants to see and what he "should do" in combat.

Of course he could sabotage the combat and not play the game to see the stuff he wants to see. But that's not a good game.
 

Pretentious Goblin

Devoted Member
Nov 3, 2017
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I guess it depends on whether the player has control over what the enemy can do in regards to body parts. If the player has to specifically take action to "protect" that body part in order to avoid an unfavorable outcome, yeah, that's self-contradictory design, the player incentives are fucked up. On the other hand, if it's outside the player's control and selecting "Boobs" at game start just means more boob-related scenes on average, then it's fine.

And in general, locking the H behind bad outcomes is not a good idea unless there is enough RNG to make it unpredictable and partly outside the player's control. At least that way, the player doesn't have to purposely sabotage the MC to see the content they're playing the game for. Basically defeat-sex roguelike = good, defeat-sex skill-based RPG/shooter/whatever = bad.
 
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baneini

Engaged Member
Jun 28, 2017
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Sex and combat should be entirely separate things on a conceptual level in games. Combat is a gameplay challenge, you always want to win no matter what and losing always should result in game over, no defeat scenes.
Sex combat, like in dol, is the biggest waste of time imaginable in the same vein procedurally generated sex scenes would be bad.
 
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DawnCry

Well-Known Member
Nov 25, 2017
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Let's say the player can decide one area to be more sensitive than the others, like in DoL. Let's say the boobs for example. If the player makes this decision, he wants to see more boob content. Now in combat though, he has to keep the enemy away from the boobs, because he takes more damage if they touch him there.

I generally feel like there is this misalignment between what the player wants to see and what he "should do" in combat.

Of course he could sabotage the combat and not play the game to see the stuff he wants to see. But that's not a good game.
The problem is that it shouldn't have influence on you but on the enemy moves, let's say that you are making a battle-fuck game, here is an enemy template:

-Tiny Succubus girl with big boobs with the following moves:

*Breast smother
*Boobjob
*Footjob

We can see that she would be a girl that favors a boob fetish but that also has a move for foot fetish, she would be a NPC that at the start would focus on her main appeal, boob moves, but if they aren't very effective she may notice that the character has a foot fetish and decide to work on that. Basically 3 situations

-MC has a boob fetish -> Succubus focus on her boob moves
-MC doesn't have a boob fetish but has a foot fetish -> Succubus will notice it after a few turns and focus on said moves.
-MC doesn't have a fetish that fall under the moves of said character -> Succubus focus on her main style which in this case are boob moves.

A game that kinda has a system like this is monster girl dreams, in which a few characters will notice your fetish values and focus mostly on your weakness, however just because it is a weakness shouldn't mean too much, like for example give fetish levels and related to it you receive more damage from said moves.