NTR unavoidable!
Member
- Aug 19, 2018
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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.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.
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.