- Oct 16, 2017
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Well, there's a big difference between having a rape fantasy in a game you're playing, even if it's not your thing, and writing / developing a rape fetish game. It's not even setting aside the other fantasy elements, just what someone is comfortable being directly associated with. Like if I was part of a porn game development team and the game was shifting to have most / all scenes involve scat / piss I'd drop out, since it's not something I'd want to work on.Eh, I get that rape fantasies are definitely not for everyone but in the context of both NN (even if it was just monster rape) or KOD I think they kinda work. i mean if you can suspend your disbelief for orcs, cat girls, magic, and elastic assholes fuck to bits taht don't bleed or shit everywhere on any given day taht Ranakh shows up (or anyone one of a hundred mfers) Why not belief that some of these apprently porn star level champions take it against their will and after a day or two get back on the .... orc? Eh you get the expression.
But I wouldn't believe that THAT is the biggest reason. I think lots of people (its been said for YEARS now) seem to believe there was a major difference in work ethic. But I'd be willing to believe it may not have been one BIG thing and maybe several little things.
I do think the best parts of the game (I always talk about how my first run was a solo and dominant Sabia) was all those options of play. I think if people knew MORE options justmeant the death of the game, they'd have taken less. WTF was the Dajrab route even gonna be?
And I think just about everyone knows more options means a huge amount more development time, which is more likely to kill a small team project like this. There's a reason pretty much every multiple choice story requires either a massive a number of bad / alternate ends or a diamond shape. Obviously if a route lasts 1-2 scenes before you hit an end then the game doesn't bloat, but if there aren't those ends you have either a diamond or pyramid shape.
A pyramid shape is what happens when each choice branches to be separate from each other choice and continues for a similar length, you end up with exponentially more endings. For example, if there are only 2 choices that all go the same length you have the following:
Number of choices | Number of endings |
1 | 2 |
2 | 4 |
3 | 8 |
4 | 16 |
5 | 32 |
6 | 64 |
7 | 128 |
So many games will either have minimal changes between routes (like just a few lines of text differences), and / or go for a pyramid shape. The developer Telltale games are a classic example of this. No matter which choices you make, you'll always end up in the same are at the end of a game segment. The details of that segment will then only have minor effects on the next segment of the game.