Let's Talk Game Mechanics!

Kinderalpha

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Greetings everybody,

I spend way too much time thinking about different game mechanics and hooks that various adult games use. From complex and interactive combat in Tales of Androgyny to exploration and discovery in A Town Uncovered. I want to open a discussion for everybody, creator or not, to share and talk about game mechanics they think are great, they want to see, or think could be expanded. Forget technical limitations, or engine specificity. I don't want this discussion to be clouded or argumentative over which engines or frameworks to use. My goal here is to give everybody an equal voice on sharing some creative mechanics or hooks they have for a game, whether they lack experience or knowledge for implementation or creation. So any idea you have, let's here it. Don't worry about prefacing with, "I don't think this is possible" or "If only you could do this with RenPy". That's not the point. I wanna hear ideas or examples focused around the hook, the mechanics, the gameplay. Not artwork, personal preferences on engines, or technical limitations.

Hopefully this gets traction, and can be something developers alike can read and gain inspiration from. To start off, here are a few games off the top of my head that stand out with their mechanics.

Tales of Androgyny
Lilith's Throne
Slave Maker
Hentai Highschool
Huniepop
Sakura Dungeon

And so many more that I can't remember the names of, and don't feel like adding to create a huge list. No offense to those not on this list. Anyways, let's here it!
 

Saki_Sliz

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May 3, 2018
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I like talking game mechanics and player psychology, it is very hard for me not to write 4 pages per reply. so I'll jump to my point.

Exploration and experimentation.

Not exactly exploring the world/content, but rather, exploring what the game allows. Experimentation would be to push the game, and explore it, such that you can create your own story or at least control what happens in the game.

This isn't new, but the execution is all over the place. I've experimented with it much myself, but my own private constraint is player attention spans (I have none), getting them in, interested, a focus on characters (my own personal goal again), and a reason to play long or repeatable, all these personal constraints make it very challenging to complete an idea that is executable.

What's the best way to deliver such a system? It depends, do you want to control the game's world and characters, or do you want to control what happens to a particular character (or character most often).

Controlling the world I think is an entirerly different experience on its own (usually male protagonist). Instead I focus on controlling a particular character (often female protagonist). I think a player stat system is best, since you can use it to compound effects and determine interesting reactions and events (ie arousal, energy, 'something' size).

That should be enough for now.
 

Catapo

Member
Jun 14, 2018
257
463
I had to think a bit about these but here are some mechanics that came to mind.

Futaring - I'm not into futanari but I found that grid based combat mechanic really fun.
Also not every mission was about combat some were escort or escape missions which were pretty interesting.

Twins of pasture - I would like to see games expand on the whole location management thing (not necessarily a farm)

Breeding Season - A full breeding mechanic in a game would be amazing

Treasure hunter Claire
It has a complex clothing system - you can individually change every part of your outfit.
The cum begging / prostitution mechanic
The EXP management - You can choose how to distribute the EXP earned from battles to you and your party members.

Meltys Quest - After each boss you get their outfit and each outfit comes with a different skill. It gives players a reason to change their outfit throughout the game.

Sangeki of Gear | Rhode's Fortress | Curse of Pleasure - There is something I really like about the clothing / exposure mechanic that these games have.

Teaching feeling | Imouto monochrome | Do you have Akira points - I would like to see more games expanding on the idea of living with someone and slowly building up a sexual relationship.

Dark fetishes aside Sealed room breed 2 was quite interesting - The goal of the game is to mentally break a kidnapped girl and make her into a sex slave but if you go too hard she will pass out or even die and if you
go too easy she can eventually escape and kill you. You have to think about each of your actions and take her state into account.

These are all I could come with for now. I might add more as they come to mind.
 

Synx

Member
Jul 30, 2018
495
475
I like talking game mechanics and player psychology, it is very hard for me not to write 4 pages per reply. so I'll jump to my point.

Exploration and experimentation.

Not exactly exploring the world/content, but rather, exploring what the game allows. Experimentation would be to push the game, and explore it, such that you can create your own story or at least control what happens in the game.

This isn't new, but the execution is all over the place. I've experimented with it much myself, but my own private constraint is player attention spans (I have none), getting them in, interested, a focus on characters (my own personal goal again), and a reason to play long or repeatable, all these personal constraints make it very challenging to complete an idea that is executable.

What's the best way to deliver such a system? It depends, do you want to control the game's world and characters, or do you want to control what happens to a particular character (or character most often).

Controlling the world I think is an entirerly different experience on its own (usually male protagonist). Instead I focus on controlling a particular character (often female protagonist). I think a player stat system is best, since you can use it to compound effects and determine interesting reactions and events (ie arousal, energy, 'something' size).

That should be enough for now.
A slave training game where you actually break your slaves mental state could be so interesting if done well. I don't mean the ones with a basic scoring system which are often just grind fests, but one that really goes into how the person's mind function, and how you can break them.

This actually gave me an idea, of like having a map of the 'brains' girl (or men if that's what you want), starting out in the middle where they are sane, with different hidden paths leading out all entangled with each other. Then you got to question her, or dig in her life to 'unlock' parts about her live, and find clever ways using that information to break her mentally and turn her into a sex slave.

It would be a pretty hard system to design, as it can get super complex very fast, but it could feel and play very differently then the basic grinding slave games.
 

User #1751331

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Oct 30, 2019
193
158
Probably the number one game mechanic I would like to see more of is when you the player have actual real choices and can control the direction the game takes.

That happens to be the opposite of the game mechanic I hate the most. Fake choice - false control. You know the games that act like you have some sort of control over where things are going but in truth you are just along for the ride because the author is to much of a shit to just say its a story and that you don't actually have any control over were its going. Worse some of them will make you grind for it. The reason being is if they told you it was just a story you were along for the rid well fewer people would pay to play or keep coming back. They may even go so far as to say add a very short alternate path at the beginning of the game to say you had a choice but any real choices are short lived. About the only choice you might have is in what order to do some stuff. If you are lucky the author isn't such a screw up that doing stuff out of order doesn't cause issues.
That probably covers half the games on the site and half in development on patreon and others.

My number two game mechanic I like seeing is alternate means. I like games that don't force you to grind to get something done. I get it requires making more content to support those other options.

Intuitive design and game flow. The game should feel natural to play. You shouldn't have to be guessing how to play the game it should make sense where and how to use something.

Logical flow and progression - you don't want an issue where a girl is willing to get stripped naked and fucked in a park but then is to prude to do a bathing suit competition. I can't even count the number of games that seem to just give the hell up at trying to make anything make sense or a character that actually acts like they aren't some robot sex doll being told what to do.
 

Kinderalpha

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Dec 2, 2019
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I like talking game mechanics and player psychology, it is very hard for me not to write 4 pages per reply. so I'll jump to my point.
I feel the struggle here. All I do is write in page size replies, as demonstrated below haha.

I had to think a bit about these but here are some mechanics that came to mind.

Futaring - I'm not into futanari but I found that grid based combat mechanic really fun.
Also not every mission was about combat some were escort or escape missions which were pretty interesting.

Twins of pasture - I would like to see games expand on the whole location management thing (not necessarily a farm)

Breeding Season - A full breeding mechanic in a game would be amazing

Treasure hunter Claire
It has a complex clothing system - you can individually change every part of your outfit.
The cum begging / prostitution mechanic
The EXP management - You can choose how to distribute the EXP earned from battles to you and your party members.

Meltys Quest - After each boss you get their outfit and each outfit comes with a different skill. It gives players a reason to change their outfit throughout the game.

Sangeki of Gear | Rhode's Fortress | Curse of Pleasure - There is something I really like about the clothing / exposure mechanic that these games have.

Teaching feeling | Imouto monochrome | Do you have Akira points - I would like to see more games expanding on the idea of living with someone and slowly building up a sexual relationship.

Dark fetishes aside Sealed room breed 2 was quite interesting - The goal of the game is to mentally break a kidnapped girl and make her into a sex slave but if you go too hard she will pass out or even die and if you
go too easy she can eventually escape and kill you. You have to think about each of your actions and take her state into account.

These are all I could come with for now. I might add more as they come to mind.
I've played a handful of these games in the past, and took some time to play the ones I haven't. Definitely some good examples in here, and thank you for sharing.

A slave training game where you actually break your slaves mental state could be so interesting if done well. I don't mean the ones with a basic scoring system which are often just grind fests, but one that really goes into how the person's mind function, and how you can break them.

This actually gave me an idea, of like having a map of the 'brains' girl (or men if that's what you want), starting out in the middle where they are sane, with different hidden paths leading out all entangled with each other. Then you got to question her, or dig in her life to 'unlock' parts about her live, and find clever ways using that information to break her mentally and turn her into a sex slave.

It would be a pretty hard system to design, as it can get super complex very fast, but it could feel and play very differently then the basic grinding slave games.
I think this would be really cool in a 3D setting. This is one of those games where I'm sure it'll come around some day, but now just isn't the time. Slave Trainer games have been proven to be a popular choice for many. Hopefully somebody will pick this up and see where it goes. I had thought of mechanic that also involved psychologically manipulating a target while being a stalker or creep trying to retrieve more and more information against your target. Still playing with the idea in my head and I'm wrapped up in a project currently. Even so, I'll have to put it on the back end. Glad to see somebody else shared the same thought.


Probably the number one game mechanic I would like to see more of is when you the player have actual real choices and can control the direction the game takes.

That happens to be the opposite of the game mechanic I hate the most. Fake choice - false control. You know the games that act like you have some sort of control over where things are going but in truth you are just along for the ride because the author is to much of a shit to just say its a story and that you don't actually have any control over were its going. Worse some of them will make you grind for it. The reason being is if they told you it was just a story you were along for the rid well fewer people would pay to play or keep coming back. They may even go so far as to say add a very short alternate path at the beginning of the game to say you had a choice but any real choices are short lived. About the only choice you might have is in what order to do some stuff. If you are lucky the author isn't such a screw up that doing stuff out of order doesn't cause issues.
That probably covers half the games on the site and half in development on patreon and others.

My number two game mechanic I like seeing is alternate means. I like games that don't force you to grind to get something done. I get it requires making more content to support those other options.

Intuitive design and game flow. The game should feel natural to play. You shouldn't have to be guessing how to play the game it should make sense where and how to use something.

Logical flow and progression - you don't want an issue where a girl is willing to get stripped naked and fucked in a park but then is to prude to do a bathing suit competition. I can't even count the number of games that seem to just give the hell up at trying to make anything make sense or a character that actually acts like they aren't some robot sex doll being told what to do.
All really good design pillars that I think are fundamental to any games creation. So far I've collected a huge demand for developers to stop directing their player in one direction without the option to deviate or control other aspects of the game and how the player progresses. This is exactly the type of discussion I was hoping to bring light with this post, and make clear for newcoming developers to read and gain inspiration from in their current project. Thanks again!
 
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User #1751331

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A slave training game where you actually break your slaves mental state could be so interesting if done well. I don't mean the ones with a basic scoring system which are often just grind fests, but one that really goes into how the person's mind function, and how you can break them. ...
The problem is what method are you going break someone? There are various methods. Some take longer and are very boring to say the least. You could use a method like cults do. Change their diet, use specific vernacular and isolation...
You could use a carrot stick method. You could use chemical addiction. You could use an abuse method to break down their mental state... A dependence method where they feel they are reliant on you to survive. There are many ways to get people into those states. Some work better than others.

Lets say you use a pure carrot and stick method. At some point you are going to wind up with fork stuck in your carotid artery. People will at some point choose the risk of death is better then any condition or servitude. However, couple it with a dependence belief or get them to actually like the new state and that chances. If they feel their staying alive depends on you for protection for example they won't want to harm you as much. In fact they can feel quite indebted to you as if you are doing them a favor. Get them to thinking this is style is something they want and like or need and hell you could even get them to pay you for it.

The problem is that process is certainly grinding in nature and takes time and is boring as fuck. Granted we can speed stuff up because its a game and we can control how time moves in the game and how many times something needs to be repeated to be effective. Really if you get down to it the game you are talking about is a corruption game with the ability to use various forms of control or punishment.

I posted a state system the other day in the programming development and art section on this site. Take it and make multiple of them in a character class. One for fear, lust, hatred, love, ... and several others. Then build a state engine that has check states, updates states, check situation update situation, check goals, update goals work and idle.
Check states looks at the mental state and uses the to create modifiers the effect the way the situation is perceived, the situation then dictates what goals are most like to be given higher or lower priority. Then the update simply selects the current goal to work on, work applies effort toward that work, idle is for all the times it should be dormant such as sleep. Also you need a dead state in that machine. If you want to be able to carry it that far.

With that you can build a fairly strong responsive acting AI. You could go a bit over board and throw a neural net in replacement for the control state system and give it memory to remember prior plays to create an accumulated knowledge. I don't however think you will like the way that will turn out playing against it.

In case you are curious about that state system. https://f95zone.to/threads/class-ba...rolling-character-attributes-and-so-on.44878/
 

Saki_Sliz

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May 3, 2018
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A slave training game where you actually break your slaves mental state could be so interesting if done well. I don't mean the ones with a basic scoring system which are often just grind fests, but one that really goes into how the person's mind function, and how you can break them.
I really liked slave trainers, point and click, not sure how to classify the remaining sub categories of mechanics. Even worked on my own version that tried to actually give an analog experience, with multiple story lines. It almost worked perfectly, giving players great freedom with consequences... there was just one issue. Talking mechanics. I had all these mechanics to train in certain fetishes or moods into the character, but I needed a system that would lead to a good guy ending. This relied on talking. I wanted to make this a system that was as analog as everything else, not some fixed script, but because talking is an very open ended system, I couldn't find a way to put some fixed and manadable talking routes without compromising on my interest of openness, or crafting a whole new game mechanic/date sim, artifical language intelegance doodlybob. I could look again and see if I could think of a new system.

date sim, yes, thats what those time/energy based games are called... I think.

dig in her life to 'unlock' parts about her live, and find clever ways using that information to break her mentally and turn her into a sex slave.
now that could be a mechanic that can allow talking to be both good and bad, I like that idea!
 

Saki_Sliz

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My number two game mechanic I like seeing is alternate means. I like games that don't force you to grind to get something done. I get it requires making more content to support those other options.
I have heard of similar ideas coming to light, but a question I have is,

when is grinding good?

there is the discussion of flow, which is a hybrid of on off grind, but that is more about player psychology than game mechanic.
 

User #1751331

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I have heard of similar ideas coming to light, but a question I have is,

when is grinding good?

there is the discussion of flow, which is a hybrid of on off grind, but that is more about player psychology than game mechanic.
I don't really think there is a time grinding is good. I do think there is a more acceptable reason for grinding when it comes to players trying to accumulate rare items. That's simply to keep the game from being flooded with them. That however could be done another way such as have a much longer and hard quest or sequence of actions to follow. Either way at that point your goal is to simply consume player user time. Grinding is a piss poor way but the easiest to implement because it takes a lot less work to do it.

Guild Wars 2 is a pretty good game to show you can virtually do away with grinding. You can easily make level 80 without doing any. However, if you are trying to get rare sets you are going to end up grinding. If you are into crafting and want to build top tear you are going to grind your ass off.
 

Saki_Sliz

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we put them in a Skinner box system, like in an MMO, where we make them tease each other for rewards.
Well actually.... that might work. I was actually toying with a similar idea in mind the other night.

I am slowly but surely trying to put my perfect game together, characters and game mechanics i like or want to idealize. after my reply the other day, I got to thinking about possibly reusing those previously mentioned trainer game mechanics I made in the past as part of my current project. one of my criteria is that the game must have a quick and brief intro to explain why everyone is there, no deep backgrounds until after I have the players interested into the game. I want there to be multiple characters(NPCs), and I want there to me a logical reason for why the characters would be in these situations voluntarily (they all hate each other at first, which makes that task even harder.), and a skinner box type of explanation just might do the trick.

Trying to keep on the topics of game mechanics, what is everyone's favorite way of game movement?

Theres the point and click method, either navigator through a house in a VN or the world map. sometimes I like these because I can get in a bit of a groove with them, moving as fast as I want, unlike walking simulator... I mean RPGmaker games.

I have an obsession for adventure, and I really want some sort of exploration, but most games can't deliever this other than text based games. I want to feel the world, so I've been working on some art for a kind of pixel art inspired dungeon exploration thing. but the execution depends on teh graphics .


If you are into crafting and want to build top tear you are going to grind your ass off.
I haven't played the game, but I know me and my personal friends really miss Firefall, which basically focused on resource collecting, fighting waves of enemies, and a being able to craft things. It was our top game, until investors asked to make it a generic mmo and it went under. I'll look into this guild wars 2.
 
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Saki_Sliz

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I don't know about you guys, but I really like overthinking things, trying to solve problems systematically. So I like more technical or abstractive discussions, and I like games, so I've really been enjoying all teh GDC confrance videos that have been coming out, with this in particular. Do any of you watch these videos as well?
 

Kinderalpha

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I don't know about you guys, but I really like overthinking things, trying to solve problems systematically. So I like more technical or abstractive discussions, and I like games, so I've really been enjoying all teh GDC confrance videos that have been coming out, with this in particular. Do any of you watch these videos as well?
I do a lot of driving for work, and I listen to these everyday to and from work. There is so much information that can be retained from these talks that I often rewatch some of them to really get an understanding of them. Recently, one was released about cursed game mechanics which I thought was really cool and relevant to adult gaming and cursed design ideas. Anyways, yeah I watch them all the time and wish I could attend the conference sometime.

EDIT: I unironically mentioned the cursed game talk without clicking on your link, and I just realized that it was what you shared. That's hilarious.
 
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Saki_Sliz

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Hah! glad to see others watch them too!

I give myself a lot of constraints when I play with game ideas, because I have identified what things I would like and not like, but I don't know if what I am making is fundamentally flawed. I want to explore the idea some more, but this week is my busy week and i can't even afford 30 minutes to think, and 30 minutes isn't nearly enough. I am just making quick replies to this thread when I have 2 or so minuets, it is kinda why I am not spell checking right now.
 

Saki_Sliz

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the game mechanic I hate the most. Fake choice - false control. You know the games that act like you have some sort of control over where things are going but in truth you are just along for the ride because the author is to much of a shit to just say its a story and that you don't actually have any control over were its going.
I just remembered something related to this,

I often find that the more control or choice you give to a player, the exponentially more work I have to do to create the game.

two common things are fake game mechanics, such as fake story line choice, or at least a bit better, one right answer choice. Then there are actual game mechanics, such as maybe some combination of clothes or potions, but either the actual choice doesn't matter or there are only a few right solutions.

while I am not a fan of these, mostly because I want every answer to be a right answer, something that leads to continues un broken gameplay experiences. But I think I understand why some devs give up and introduce fake choice. I am not saying it is ok, infact i don't ever plan to do multiple storyline games because I just can't figure out how to retell a story in another way. I can barly figure out one story much less multple. but I feel that many who start out, due to inexperience don't relize just how much work it takes, or rather how much more work there is, when you give players more choice. They've already been working for a while and they don't want to scrap everything they have done, so they put in a basic fix aka a fake choice.

It is kinda why I look more towards game mechanics in games than story, because if you are clever you can automate teh work for you buy how you design your game.
 

OrangePeel

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I'm a big fan of the combat mechanics in these games (especially the latter 2):
https://f95zone.to/threads/shizuma-kenpu-legend-aoi-v1-0-ahriman.32541/
https://f95zone.to/threads/the-moral-sword-of-asagi-final-ahriman.43283/
https://f95zone.to/threads/taima-miko-yuugi-unko-morimori-maru.5986/


There's persistent status afflictions (such as different levels of being bound), enemy crits and combos (with special effects!) that happen under specific situations. It's the combination of being powerful (can disable mooks pretty easily if played right) and also vulnerable that makes it exciting.
 
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User #1751331

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I just remembered something related to this, ...
Not sure how many give up at some point and start resorting to it. But there are clearly a lot that do it from the get go who use the idea you have sort of choice as nothing more than a false promise of a marketing scheme.

I'd list a bunch of games on here but someone is going to get al butthurt their game was listed in it or one they like. Then this conversation will just devolve.

Take writing an actual book with multiple endings. Granted it doesn't involve all the artwork a VN does but you can learn from what people do creating those. They write the base story completely through. Then go back and write the branches one by one.
That way the work is linear and if you get over whelmed you just stop with that last addition or leave it out. It also makes it vastly easier to keep track of what is going on and the branches.

I think a lot of the problem is authors simply bight off more than they can chew way to often. When they do that it gets to be a lot more work.
 
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Kinderalpha

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I'm a big fan of the combat mechanics in these games (especially the latter 2):
https://f95zone.to/threads/shizuma-kenpu-legend-aoi-v1-0-ahriman.32541/
https://f95zone.to/threads/the-moral-sword-of-asagi-final-ahriman.43283/
https://f95zone.to/threads/taima-miko-yuugi-unko-morimori-maru.5986/


There's persistent status afflictions (such as different levels of being bound), enemy crits and combos (with special effects!) that happen under specific situations. It's the combination of being powerful (can disable mooks pretty easily if played right) and also vulnerable that makes it exciting.
Combat is something I've consistently struggled figuring out how to design around that seems fitting in an adult game.

Thank you for sharing these examples. It appears they're binding the two by having combat consequences causing sexual effects or endgame on your protagonist. If you had the choice to modify these game mechanics, or expand them, would you lean more into combat consequences and actions having a more direct affect on your character sexually (More sexualized combat, animation, and options in combat), or would you expand the after effects of combat, further decoupling the sex of the game from the violence making it more of a consequence rather that a direct connection (Keeping all sexualized content outside of violent combat, and the outcome of the combat scenario determining a sexual event).
 

Synx

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Jul 30, 2018
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Trying to keep on the topics of game mechanics, what is everyone's favorite way of game movement?

Theres the point and click method, either navigator through a house in a VN or the world map. sometimes I like these because I can get in a bit of a groove with them, moving as fast as I want, unlike walking simulator... I mean RPGmaker games.

I have an obsession for adventure, and I really want some sort of exploration, but most games can't deliever this other than text based games. I want to feel the world, so I've been working on some art for a kind of pixel art inspired dungeon exploration thing. but the execution depends on teh graphics .
I personally cannot stand most world map or house maps VN's. So much pointless clicking involved. Go to this place, go back home, go here.... You clicked through like 30 scenes with only half being actually story screens. It doesn't add anything to the story except wasting time.

I dont exactly understand what you mean with exploration cant be delivered outside of text games? I would say exploration or adventure would work much better in a world that actually lives. Like npcs walking around, a smoke trail out of a chimney, a bird flying by, etc. It's a lot harder to do for sure, but it would beat standing still scenes every time.

A game that has in my opinion one of the best game feeling is This war of mine. Its a game about normal people in a war setting that try to survive day by day. It's pretty good, and honestly shows what a good designed and a bit active environment can do. It has flickering lights, rain, fires, etc. in the background. It wouldn't be the same with a stale background.

Combat is something I've consistently struggled figuring out how to design around that seems fitting in an adult game.

Thank you for sharing these examples. It appears they're binding the two by having combat consequences causing sexual effects or endgame on your protagonist. If you had the choice to modify these game mechanics, or expand them, would you lean more into combat consequences and actions having a more direct affect on your character sexually (More sexualized combat, animation, and options in combat), or would you expand the after effects of combat, further decoupling the sex of the game from the violence making it more of a consequence rather that a direct connection (Keeping all sexualized content outside of violent combat, and the outcome of the combat scenario determining a sexual event).
You should just look in good combat mechanics outside of adult games, as the mechanics on its basics aren't any differently. You aren't really sexualizing the mechanics, but more the characters/abilities and the rewards.

And combat shouldn't be about the flashiness or the rewards but the actual combat. You can make the most beautiful combat animations but even those will get stale pretty fast if the mechanics behind it aren't good. Yeah it might be nice seeing your character do some cockslapping attack on an innocent female character, but will it still be that nice after the 5th time you see it? or the 50th?
 
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Saki_Sliz

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I would say exploration or adventure would work much better in a world that actually lives. Like npcs walking around, a smoke trail out of a chimney, a bird flying by, etc. It's a lot harder to do for sure, but it would beat standing still scenes every time.
I would agree, and it is what I want to make. I was just saying that I haven't seen too many good examples of this being done well in the nsfw game space. I'll look into your suggestion.
 
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