Recommending NTR, netorare, cuckold - resources, discussion, development

5.00 star(s) 6 Votes
Aug 19, 2018
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I think even with or without NTR in general, games need gameplay, otherwise its just a gallery viewer with extra steps, and I think a lot of games suffer from this aspect that just makes the user experience way too boring; they throw a few buttons in a VN or a quest to 'go to point A to point B' and then a scene appears, rinse and repeat. It's not fun to play and pushes the standard for the art to be exceptionally good to be considered a good game. If you want to use a game for a medium to narrate your NTR story, you definitely want to utilize the user interactivity to intensify the scenario given, as this is what is unique to a game compared to a doujin or a show.

And just a bit more on that, the gameplay and the grind aspect of it shouldn't be separate, it should be relevant to the game. There needs to be a balance of asking the user to collect something or go somewhere to flesh out the environment for lore/scenario versus asking players to grind for hours for a scene. That is a major blue ball and people will inevitable push for cheats, devaluing the importance of that need of that journey to collect/go to location.


Narrative I feel like is also a balance, but it really depends on the type of game you are designing and how your sex scenarios are presented; games like Karryn's Prison doesn't need LOTR lore as its scenarios is in its battle system and battlefuck scenes, whereas you also have games like SAO2 where scenarios require some build up to it to heighten/address the plot devices to lead to that scenario.

Specifically NTR, there has to be some narrative to set that foundation that the FMC/MC is to be corrupted, and there is a benefit in using text to introduce or convey thoughts, feelings, events or characters a visual cannot (and sometimes saves a lot of time in making less important characters be more inclusive to the story). However, too much unnecessary narrative and you end up boring the user and they will skip through, and too little confuses the user and dampens the sexiness of a scenario/situation.

TL;DR a good game should incorporate both relevant gameplay and a good volume of narration, and should be working with each other to improve the experience.
I agree for the most part, but if there's a good build-up and intense anticipation (increasing my heartrate) before the scenes, then I'm fine with gameplay lacking.

It's hard not to appreciate what SSP dev did with minigames tho. It's refreshing when ntr is part of the gameplay and makes it more humiliating.
 

zmfinga

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Oct 23, 2023
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I agree for the most part, but if there's a good build-up and intense anticipation (increasing my heartrate) before the scenes, then I'm fine with gameplay lacking.

It's hard not to appreciate what SSP dev did with minigames tho. It's refreshing when ntr is part of the gameplay and makes it more humiliating.
I think for VNs or shorter games, I do agree with you. Logistically it is a hard balance to make gameplay interesting and scenarios hot, so for those kind of games where gameplay isn't as focused as much, I can see that gameplay isn't the main attraction to the game. As gameplay is included in it being a game, it will have to be included in its criticism for relevance and entertainment.

SSP definitely changed my perspective on the possibilities on what RPGM games can potentially have and being able to incorporate many unique minigames that can be taken from other H-Games and it still being relevant to the plot. A lot of my POV from the recent post was also in consideration of the pros (actual relevant gameplay involved) and cons of SSP (that one of the arcs is just way too lore heavy, too little gameplay, not enjoyable). I know SAO2 incorporated Nebel's and Solgante's work.

I feel like the gameplay was the one thing missing from FUNS that could have been incorporated just as well as SAO2 does (the hidden POV system; being able to detect sexual activity from FMC, but cannot see it fully). The feeling of working around doing tasks and the activity escalating as you are doing it is super sexy.
 
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LordFrz

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Oct 21, 2022
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I’ll use this opportunity to ask everyone lurking in this thread what you like most about NTR games when it comes to the gameplay and narrative aspects. I’m not talking about the type of NTR you want to see, but rather how you prefer these two elements to be incorporated into the game.

Should the gameplay be separate? Almost optional? Do you like it when the gameplay is directly involved in the NTR aspects and their development?

The same questions go for the narrative: do you like or care for the NTR to take place in a fleshed-out world, or is that just fluff you skip through to get to the adult content? Do you prefer the NTR storyline to be part of a greater story, or completely separate from it? For example, if the main story is about fighting the Demon Lord, do you prefer the NTR to be connected to that plot, or to happen alongside it as a separate thread? Or do you need such a framing in the first place?

I have my own thoughts on all of it but I would like to hear what others think.




DM me, I do not want to spam this thread with too much of my off topic stuff :)
The main plot should be the distraction to take attention away from teh NTR so you can blind side the player with it when they least expect it.

The biggest thing you need to decide is what kind of game you want to make, then what engine works best for it. If you are forgoing gameplay altogether, then just make a visual novel in renpy or somthin. If you want lots of combat then you will be catering towards the avoidable NTR crowd. (They can save teh girl with good gameplay and choices, you need vanilla scenes to reward them) If the combat is just superficial, then dont make it take up too much time. (Walk over the mob and it dies). With somthing liek rpgm you will be more targeting either the white night players or the myster NTR players. They dont really mix, so you need to choose one. Myster NTR use quick superficial combat but have scenes that can be stumbled upon. Sound behind the door, shadows beyond a window, etc.

Everything really depends on what kind fo NTR you want to make, what type of game type you want to do. The answer will change depending on teh specifics you set at the beginning.
 

melantha

Member
Jan 21, 2019
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Nebel Geisterjäger's cam view
depending on your SD client, i use forge webui, regional prompter extension

camangle.png

you can specify a different prompt for each division.
only put the main tags in the middle so the characters only occupy that section

regp.png

afterwards just add in some camera filters using your image editing software
 
Aug 19, 2018
362
411
186
I think for VNs or shorter games, I do agree with you. Logistically it is a hard balance to make gameplay interesting and scenarios hot, so for those kind of games where gameplay isn't as focused as much, I can see that gameplay isn't the main attraction to the game. As gameplay is included in it being a game, it will have to be included in its criticism for relevance and entertainment.

SSP definitely changed my perspective on the possibilities on what RPGM games can potentially have and being able to incorporate many unique minigames that can be taken from other H-Games and it still being relevant to the plot. A lot of my POV from the recent post was also in consideration of the pros (actual relevant gameplay involved) and cons of SSP (that one of the arcs is just way too lore heavy, too little gameplay, not enjoyable). I know SAO2 incorporated Nebel's and Solgante's work.

I feel like the gameplay was the one thing missing from FUNS that could have been incorporated just as well as SAO2 does (the hidden POV system; being able to detect sexual activity from FMC, but cannot see it fully). The feeling of working around doing tasks and the activity escalating as you are doing it is super sexy.
I dropped SAO early because I didn't like the 'pity corruption' and it's pacing. SSP did the pity stuff much better imo.

Also fanbase attacking me for my opinion didn't help the impression at the time lol. If the game did those ntr mechanics as well as you say I should probably try again sometime.

I enjoyed Solgante somewhat and have yet to get into Nebel. FUNS (Azienda?) is something different and I'm not sure how to make similar mechanics work there but Maya's Mission makes me think it's possible.
 
5.00 star(s) 6 Votes