We should probably first establish whether we're talking about character preferences or reader preferences.
The character motivations and events are different depending on route and choice combination, so be careful about blending actions from multiple timelines together. In terms of character preferences, I think we'd both agree that Doug likes what's going on in the Blue route (he often asks Raf to push the boundaries even further and she sees how excited he gets with the recaps). One of the themes of the game is the couple talking about their desires together, then setting up a situation for Raf to be alone with the guys and play Princess (using that time for varied actions depending on what she perceives Doug wanting her to do in that timeline). Doug enjoys the loss of control (whether carefully managed on Blue or unhinged on Red) and Raf loves being a slut and basking in attention. Both of them are getting off no matter what, but "love" is only referenced in the Blue route's list of themes.
Raf usually does her major escalations while inebriated (drugged by Erick and drunk early on in the story, then drinking again through the truth or dare game/movies/jacuzzi). I think that's important to keep in mind if you want to take a "realistic" perspective on the porn plot. Imagine your wife is best friends with your favorite two porn stars. You're on vacation as a foursome and she lets on that it would be hot if you fucked her friends then told her about it later. She cums like 6 times while talking about it and asks you to push things as far as you're comfortable (with a few hard limits). Then you all get drunk and she goes upstairs to take a nap and the porn girls spend all their time trying to get you to fuck them... we can at least empathize with getting carried away in that moment!
Whether a reader likes what's going on is something else, and much more complicated. There won't be a "nobody has sex but Raf/MC" path through this game, or one that will perfectly recreate everyone's porn whore wife vacation. Red route is going to be a train wreck, we've been warned. This was originally a linear game based on a story where the protagonist becomes an unwilling uber-cuck doing some of the most depraved things in the genre. The Blue route was added by HD when many of us began to enjoy Doug and Raf as a couple and we didn't want to see them go down the "default" ending many expected. I feel like Raf is doing a pretty good job on Blue, especially considering how things go in Just One of the Guys!
Nah, one day they'll have Eng Lit courses on this genre and Psych courses on the kink.
Thanks again for your thoughtful reply.
To answer your question: to me, when the story provides a decision point (the reader must choose) for that issue the reader's preference becomes the MC's preference. I expect choices to influence future material and choices because a player who consistently chooses one route would expect deeper choices along that route: a player who consistently chooses the most corrupt choice likely won't find vanilla options later since the MC's psyche is trending toward corruption while a player who consistently chooses vanilla choices likely won't see the most depraved options later; he simply isn't corrupt enough to consider such a possibility yet (does this make sense at all?)
To me, player choices need to matter. If the developer knows what they want to write and don't care to be influenced by opinions and choices, that's fine; write a kinetic novel (movie) and move on. I won't judge you for that. But if you offer a choice, I expect the choice to matter. Further, I expect the choice to influence branching further in the game where that choice should impact the deeper story. When things don't appear to operate that way, I become dissatisfied (why choose if your choices don't matter?)
In 5.0 (blue--the "pure blue", I think but I'm unsure), MC and the wife had a post-coital discussion on the couch about boundaries. The wife made it clear that she wants to do everything with everyone everywhere (she's a total whore now) *but* that she was doing these things for the couple. If the MC told her he did not like an idea, she would not be angry and she would honor his decision. He mattered most of all to her and she did not want to do something that he did not want.
Player choices, when offered, would matter in this game; at least that's how I interpreted the discussion. Am I wrong?
She asked the MC specifically about anal sex with Bruce and the story offered the player a choice: either "go ahead" or "no, not now" or words to that effect. If the player chose "no" I expected this to mean that the wife would not engage in anal sex with Bruce until the MC gave her a green light. I fully expect the wife to continue to ask until the MC gives her permission to do what she wants.
The wife clearly wants sex with Erick, whom I (player) despise. Each time she asks the MC for permission to have sex with Erick, the player gets to make a decision; each time I tell her "no; I want you to tease but deny Erick." As a player I have been consistent with decisions regarding Erick. I expected this to mean that the wife would not blow or screw Erick until the MC gives her a green light. I fully expect the wife to continue to ask until the MC gives her permission to do what she wants.
What I saw in 6.0 suggests to me that the wife crossed those boundaries and the player decisions were not honored. And the developer will write into the story that the MC loves this. Why was there a choice offered if the outcome was inevitable?
I get that the wife is a total whore who intends to sex up the entire planet. I accept that the developer wants to write the story that way and, because it's his story, he gets to do just that. I'm surprised he hasn't written in a basketball team dropping by for a bbc gangbang yet; I suppose we'll get to that in 7.0.
What I've tried to explain (badly, it appears) is that I started a game expecting that player choices would influence outcomes and I thought I saw developer confirmation that choices would influence outcomes. I'm not seeing the outcomes influenced by my player choices as I expected they would be. *This* is the source of my frustration as the player.
I see the story continuing along a path that only appears to be slowed down a bit but that retains the original destination.
The wife will be the town bicycle and the MC will decide to be overjoyed. Assimilate or be destroyed; resistance is futile.