Volta
Well-Known Member
- Apr 27, 2017
- 1,059
- 1,207
I think what is being talked about here is something i think of as "pilot anxiety" or "if you don't hook them in the first chapter/episode, they'll walk away. This is something that "requires" a lot of authors and TV writers to try for a home run and self enclosed scene right at the start, for example Dune and the Gom Jabbar, the first chapter of the Expanse and the body horror/proto-molecule floating around the reactor, anime does this too, a lot (Exodia in episode 1 anyone?).
The other side of this is the "don't give away the goods too soon" problem, where Devs think that people will leave after the first good sex scene because they got what they came for and that the character has lost it's mystery.
Both of these points make sense to a degree, however in the case of the "pilot anxiety" problem, if the game is paid only then you don't need to convince someone to stay, they've already taken a punt on you as a dev and most of them aren't going to unsub because of no sex in a 0.01 version, if your demo is free it's a bit of a different story, but still, unless your whole game is a lightweight eroge type meet'n'fuck then why not start as you mean to go on?
As for the "too slow burn", it's far more deceptive IMO building tension and frustration is one thing but the endless stairway to heaven is BS and the dev's know it, if you over hype you'll end up with a cyberpunk situation, which will piss of your consumer base, badly.
It's a bit of a dichotomy, you need to build context and interest for a sex scene to be satisfying but this is an adult game, the point is the adult content so leaving it too long is also a bad idea, what do we do about this?
IMO you should look at the pacing of successful TV shows (not movies, adult games are per update/episodic so the same rules don't apply as much). In very general terms the episodes have an inciting incident say a murder, followed by a slower period where character stuff can happen, followed by an ad break, for adult games this could be an intermission like a point and click puzzle, fetch quest, whatever really.
What then follows is the "going deeper" part, we get more information about the inciting incident, perhaps an initial plot twist, maybe a red herring or two depending on the genre. Then once the information has been laid out, the plot has been trailed, the audience has expectations you can then start to ramp towards the climax and play with the audience. The aim of the next section is just that, ramping towards the climax and building emotion, in something like a detective story we'd be seeing a raising of stakes or a near miss, in a shounen the fight probably starts around now.
This leads to the climax, the emotional or action high point of the episode, for an adult game this is where we can most comfortably use a sex scene, we've done the work, now for the payoff. Note that this is still well before the end of the episode, the climax shouldn't be short, at all, it should have it's own little time in the sun and not be a single peak IMO (read, don't just one shot the baddy of the week). Similarly sex scenes shouldn't be just "all done with this one, wham bam, thanks, next update".
Lastly we have the rap up, or the come down after the peak, the incident is resolved, the overarching story continues, a little bit of context to how this episode contributes to the show/game as a whole, internal thoughts ect. then role titles, see you next month folks.
I guess what i'm saying is pacing is hard and even professional writers do it badly at times, even the good ones, first books in a series are full of this stuff. What i think you devs need to do however is fit the delivery of the sex content to the characters and type of their games better, opening with a sex scene, unless it has strong story relevance is probably a bad idea.
The other side of this is the "don't give away the goods too soon" problem, where Devs think that people will leave after the first good sex scene because they got what they came for and that the character has lost it's mystery.
Both of these points make sense to a degree, however in the case of the "pilot anxiety" problem, if the game is paid only then you don't need to convince someone to stay, they've already taken a punt on you as a dev and most of them aren't going to unsub because of no sex in a 0.01 version, if your demo is free it's a bit of a different story, but still, unless your whole game is a lightweight eroge type meet'n'fuck then why not start as you mean to go on?
As for the "too slow burn", it's far more deceptive IMO building tension and frustration is one thing but the endless stairway to heaven is BS and the dev's know it, if you over hype you'll end up with a cyberpunk situation, which will piss of your consumer base, badly.
It's a bit of a dichotomy, you need to build context and interest for a sex scene to be satisfying but this is an adult game, the point is the adult content so leaving it too long is also a bad idea, what do we do about this?
IMO you should look at the pacing of successful TV shows (not movies, adult games are per update/episodic so the same rules don't apply as much). In very general terms the episodes have an inciting incident say a murder, followed by a slower period where character stuff can happen, followed by an ad break, for adult games this could be an intermission like a point and click puzzle, fetch quest, whatever really.
What then follows is the "going deeper" part, we get more information about the inciting incident, perhaps an initial plot twist, maybe a red herring or two depending on the genre. Then once the information has been laid out, the plot has been trailed, the audience has expectations you can then start to ramp towards the climax and play with the audience. The aim of the next section is just that, ramping towards the climax and building emotion, in something like a detective story we'd be seeing a raising of stakes or a near miss, in a shounen the fight probably starts around now.
This leads to the climax, the emotional or action high point of the episode, for an adult game this is where we can most comfortably use a sex scene, we've done the work, now for the payoff. Note that this is still well before the end of the episode, the climax shouldn't be short, at all, it should have it's own little time in the sun and not be a single peak IMO (read, don't just one shot the baddy of the week). Similarly sex scenes shouldn't be just "all done with this one, wham bam, thanks, next update".
Lastly we have the rap up, or the come down after the peak, the incident is resolved, the overarching story continues, a little bit of context to how this episode contributes to the show/game as a whole, internal thoughts ect. then role titles, see you next month folks.
I guess what i'm saying is pacing is hard and even professional writers do it badly at times, even the good ones, first books in a series are full of this stuff. What i think you devs need to do however is fit the delivery of the sex content to the characters and type of their games better, opening with a sex scene, unless it has strong story relevance is probably a bad idea.