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Porn Game Tropes: The good, the bad, and the fugly

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hameleona

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Oct 27, 2018
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This is the part where we still disagree. I maintain that there is significant evidence that there is no biological block at all. Merely how the other family react to social pressure, and how the child picks up approval and disapproval, shame, etc from positive and negative reinforcement. i.e. there is no biological or psychological mechanism at all for detecting whether someone is, or is not, blood related. Nature assumes that groups are blood related, and psychology causes people to actively seek out partners that look like their 'tribe' more often than not. But when the sibling or parent pulls back, frowns, or gets uncomfortable with certain actions, that the infant/child can detect and learn from. It is all learned social behaviour, no other mechanism in play.
Question - why did it start in this case? It's probably one of the few (if not the only one) taboos the majority of cultures throughout history on Earth agree on. There must be some reason for having it.
 

RogueKnightUK

Co-Writer: Retrieving The Past
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Jul 10, 2018
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Inbreeding issues of deformity and handicap. In earlier times where any pregnancy had a significant risk, even carrying a child that was likely to be unfit or deformed was bad.
 
Aug 22, 2017
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Lewds happen a lot, all the time and every day. Your parents had to have sex for you to be here. Your grandparents had to have sex for them to be here. I sincerely hope that in neither of those cases was there reliance on molestation.
I'm talking about inside the game. About the issue from a game designer perspective: Lewds have to happen in the game. "Here's some people fucking" is not interesting in a game. If you want "some people fucking", you can open up pornhub. And if you just string "some people fucking" together inside ren'py, you're going to get an earful, because all you did was make them look at pornhub - or its terrible 3D rendered ghoul equivalent - while presumably forcing them to click through machine translated runglish dialogues in between scenes.

If you want to make a GAME, i.e. not "pornhub where you have to click through terrible dialogue between random scenes", you need to do one of two fundamental things
- Give the player a sense of challenge, and thus a sense of achievement with the lewds
- Give the player an explorative space where he tries to find the lewdest things
- (Or you just make it about a horse-dicked 12 year old seducing his incredibly hot yet lonely mom)

The point is, in either situation, you cannot just throw lewds at the player. But the player wants lewds, and it's a poor porn game that doesn't have any lewds in it. And the problem of how you go from "you can't just throw lewds at the player" to "here's some lewds" is described in the post you quoted. It's not about reality. In reality we get bullied into sex and basically raped by hot girls daily and we're sick of this kind of sex and seek out video games to make sex interesting again.

So we play some guy who doesn't have way more sex than he actually wants and has to work for it, as an escapist fantasy. And how do people who are not stunningly attractive "work" for sex? I have no experience with this but from these video games I have deduced that there are 3 main path ways:
1 Buy your love (gifts and monetary compensation until lewds happen)
2 Molest your love until she caves
3 Prove your worth as the baddest ass by doing something seemingly completely unrelated, i.e. be Duke Nukem, kill 1 billion aliens, now all the bitches want you. Or if you're japanese, be really good at solving box shuffling puzzles and surviving bullet hell shooters, I guess.

Every single one of these modes has its own, obvious game play loop in how you basically achieve your goals. 3 in particular is how many triple A games actually operate, the subtle hidden reason why you kill a billion baddies in "Gun Shooter: Return of the Headshot" is so you get bitches. But you can't show that part in a triple A game, and having actually good gameplay is really challenging and theres a thousand indie games who fail or succeed at offering low budget gameplay without even having to have lewds in them already. So most lewd games are going with route 1 or 2. But in all three cases, you have the player do something, consciously trying to achieve a goal (bedding his mom, usually) rather than lewds randomly happening to the player.
 
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hameleona

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3 Prove your worth as the baddest ass by doing something seemingly completely unrelated, i.e. be Duke Nukem, kill 1 billion aliens, now all the bitches want you. Or if you're japanese, be really good at solving box shuffling puzzles and surviving bullet hell shooters, I guess.
And watch how a bunch of people bitch how your game is some incel/nice-guy fantasy.
There is no way to make all people happy. Especially when the audience for adult games is so diverse. Different cultures deal with seduction in different ways and so they have different taboos and customs to go with it. There was a good comment on the motherhood love economy and how not every culture has a real difference between a slut and a prostitute (In Bulgaria "Slut" and "Whore" are the same word, for example).
You got some heroic moments - there will be "white knighting' criticism.
Girls aren't jealous - your game is unrealistic.
Girls are jealous - why am I playing this?
You need to work your ass off to get more than one girl - "fuck that grind man!"
And so on, and so on.
It's why tropes are considered tools and not good or bad by themselves. It's why David Hasselhoff is popular in Germany - there is no one rule covering taste. Or fun.
 
Aug 22, 2017
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And watch how a bunch of people bitch how your game is some incel/nice-guy fantasy.
There is no way to make all people happy. Especially when the audience for adult games is so diverse. Different cultures deal with seduction in different ways and so they have different taboos and customs to go with it. There was a good comment on the motherhood love economy and how not every culture has a real difference between a slut and a prostitute (In Bulgaria "Slut" and "Whore" are the same word, for example).
You got some heroic moments - there will be "white knighting' criticism.
Girls aren't jealous - your game is unrealistic.
Girls are jealous - why am I playing this?
You need to work your ass off to get more than one girl - "fuck that grind man!"
And so on, and so on.
It's why tropes are considered tools and not good or bad by themselves. It's why David Hasselhoff is popular in Germany - there is no one rule covering taste. Or fun.
Obviously, people have different expectations. Some people like the "Retard in Lechertown", and not just like it, it's the only framing they can cope with. Others can't cope with jealous girls.

The reason why David Hasselhoff is popular in germany is simple, he happened to be in concert in Berlin right on the evening the Berlin Wall fell, so the entirety of Berlin was rocking out their new found freedom to Hasselhoff singing his current single "I'll be looking for Freedom" from atop the Berlin Wall as they tore it down, and the song, together with the celebrating Berlin inhabitants became somewhat of a symbol for the change of times and the reunification of germany.
 
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RogueKnightUK

Co-Writer: Retrieving The Past
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Jul 10, 2018
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So we play some guy who doesn't have way more sex than he actually wants and has to work for it, as an escapist fantasy. And how do people who are not stunningly attractive "work" for sex? I have no experience with this but from these video games I have deduced that there are 3 main path ways:
1 Buy your love (gifts and monetary compensation until lewds happen)
2 Molest your love until she caves
3 Prove your worth as the baddest ass by doing something seemingly completely unrelated, i.e. be Duke Nukem, kill 1 billion aliens, now all the bitches want you. Or if you're japanese, be really good at solving box shuffling puzzles and surviving bullet hell shooters, I guess.
Which of those did your last partner use?

I ask because, honestly, none of those have ever worked on me, and while I'm male, women are not THAT different. If those aren't what happened to you either, you're making the mistake of going for a trope that doesn't ring true even to yourself. The entire topic of the thread.

90% of the sex I've had in life has been simply that both parties fancied each other and fumbled around in social situations long enough to find out the feeling was mutual. Sometimes mere attraction on its own isn't enough of course, and some other events have to come along to 'rationalise' the attraction - i.e. shared tastes, people say we're good together, we spend a lot of time together, etc.
 
Aug 22, 2017
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Which of those did your last partner use?
2, very much

Edit: Also, I am merely describing the tropes. I am not saying these tropes are better or worse. It's perfectly legitimate to have a game where the gameplay loop basically consist of molesting your landlady until she lets you do whatever and thus win the game. My argument is a different one, my argument is that this works better when it is the female is proactive. A female molesting a guy is "cute", a guy molesting a girl is creepy. You can whine about how that's sexist, but that how it is nevertheless. Now we can have a male protagonist game where the player is being molested by his landlady or whatever, and focus the game play loop on how the player reacts to the situation. There are dangers you can run into with this approach, depending on writing skill, for example, the girl may come off as too aggressive or too slutty, or the player may experience the whole thing as disempowering, i.e. it's not his actions that drive the plot of the game, but an RNG deciding the AI actor doing a particular thing. I.e. the player is given the feeling that he's not playing a game, but watching lewd things happening to his avatar without his doing. But fundamentally, I am also convinced you can save everything with good writing, and ruin the best setup with bad writing still. It's just easier with certain setups to not come off as creepy.
 
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hameleona

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Which of those did your last partner use?

I ask because, honestly, none of those have ever worked on me, and while I'm male, women are not THAT different. If those aren't what happened to you either, you're making the mistake of going for a trope that doesn't ring true even to yourself. The entire topic of the thread.
Seen all of them work on both sexes.

1. Monetary advantage.
Sugar daddy is not a fictional trope for example. The gold digger is also something pretty realistic. A lot of young men sleep with older women for the benefits and not because they like it.
2. Molestation.
Works much less on women, than on men. Have seen it happen on both sides. Knew a girl who fell for her stalker, ffs. And the amount of times a girl has molested a guy she likes (yes, me included, don't ask me why) are way to many to recall. Women use it much more often, since the some of the things they do would be outright considered rape if the roles were reversed. On a lower level one of the main ways women show attraction is seeking physical contact.
3. Being a bad ass.
Works more for men, than women. Proving you can handle yourself in hard situations is a key point for a lot of relationships. The amounts of sex I've had after I got in to a fight, because of a girl when I was younger are honestly on the unhealthy side.

So... they all work.
Hell, Stockholm Syndrome is a thing if we go to the more darker sides of some games.

What doesn't work in real life (usually) is combining all of the above to create a harem around yourself. But that's why we play those games, after all. :)
Than again after you hit a certain age, things do change for the mundane.
I'll also agree readily, that most games do it badly, but it's not the trope it's the execution. Molesting your sister as shown in most games will quite probably lead to you getting thrown out of the house. Buying teddy bears is not a show of wealth (tho considering some of the economy in those games). Saving a girl from being rape is not the best way to try and get in to her pants (tho I have heard of cases of it happening). Most games for one reason or another use pretty low bar for the good things and high bar for the bad ones.
 

desmosome

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Sep 5, 2018
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Obviously, people have different expectations. Some people like the "Retard in Lechertown", and not just like it, it's the only framing they can cope with. Others can't cope with jealous girls.

The reason why David Hasselhoff is popular in germany is simple, he happened to be in concert in Berlin right on the evening the Berlin Wall fell, so the entirety of Berlin was rocking out their new found freedom to Hasselhoff singing his current single "I'll be looking for Freedom" from atop the Berlin Wall as they tore it down, and the song, together with the celebrating Berlin inhabitants became somewhat of a symbol for the change of times and the reunification of germany.
Didn't know this about Hasselhoff lol. Gave me a smile.

As for your earlier points, the kind of mechanical gameplay loop where you do whatever tasks to increase stats and unlock lewds makes sense, to an extent, in a sandbox game. They all play like some kind of dating sim or suitor simulator. VNs, on the other hand, do not need to be bound by such gameplay. All it needs to do us tell a story and give meaningful choices since gameplay is lower on the list of priorities.
 
Aug 22, 2017
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VNs, on the other hand, do not need to be bound by such gameplay. All it needs to do us tell a story and give meaningful choices since gameplay is lower on the list of priorities.
Yes, but then what gameplay do straightforward VNs have in the first place? This is why a lot of people don't like straight VNs, you're not really *doing* anything in them. Maybe you got a split branch where you get to choose between "shag this broad" or "don't" and then later in the story the broad shows up again and is either pleased or angry. DMD has a lot of Relief Sluts like that that you can bang on the side, so there's some lewds happening while slowly grooming your "Eighteen" year old tenant.

It takes an absurd amount of effort and autism to actually incorporate all the possible choices meaningfully and satisfyingly and the only lewd VN that does that to my knowledge is GGGB, and even in mainstream gaming, only a few classics like the Fallout series really did it. The alternative in a lewd VN is to have different dialogue choices be some sort of puzzle, like, "what does the game want me to say so the lewds happen", where, depending on the writer you say either the lewdest thing or the most cringe worthy suck-up kinda thing to make the story progress into the direction of the best lewds. But I can't imagine this kind of "Puzzle" being very popular with the players.
 

hameleona

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Yes, but then what gameplay do straightforward VNs have in the first place? This is why a lot of people don't like straight VNs, you're not really *doing* anything in them. Maybe you got a split branch where you get to choose between "shag this broad" or "don't" and then later in the story the broad shows up again and is either pleased or angry. DMD has a lot of Relief Sluts like that that you can bang on the side, so there's some lewds happening while slowly grooming your "Eighteen" year old tenant.

It takes an absurd amount of effort and autism to actually incorporate all the possible choices meaningfully and satisfyingly and the only lewd VN that does that to my knowledge is GGGB, and even in mainstream gaming, only a few classics like the Fallout series really did it. The alternative in a lewd VN is to have different dialogue choices be some sort of puzzle, like, "what does the game want me to say so the lewds happen", where, depending on the writer you say either the lewdest thing or the most cringe worthy suck-up kinda thing to make the story progress into the direction of the best lewds. But I can't imagine this kind of "Puzzle" being very popular with the players.
Damn, I hate the "puzzle risk" as I like to call it. Tracy in Dreams of Desire has it. Make one wrong choice with her and you can't get a good ending. The biggest problem with this approach is that usually there is no way for the player to know where that choice is and often times developers like to put it on a place that will cut you from otherwise content you'd enjoy better than the one you need to go for. And the real problem is you have no idea about it!
 

DarthSeduction

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@desmosome @hameleona @IhaveNoPornAndIMustFap

On the debate about whether or not Molestation is used as a crutch and not a narratively appropriate measure.

It all comes down to the problem almost every game has. They aren't designed around characters, they're designed around a loose collection of desired fetish content. Life sims then end up full of grind. VNs believe, suddenly, that they have to rely on withholding the sex from us until the end game. RPGs become walking simulators with lewd content around, or wherein the lewd content is "won" through defeating your sexy opponents, or if you're a girl, losing to your monstrous opponents. There's never a central struggle, a valid reason for this game to exist beyond it's sexual content.

This is changing, of course, games like Depraved Awakening have a central conflict that bring all its characters together. But for the most part, games have no central purpose.

When designing a game you need an MC. Who is your MC? What are their motivations? Once you have both of those answers, you are ready to start making a game, but the answers to those questions aren't "My MC is Max and he is motivated by the thought of fucking his family." Because first off, the name Max doesn't tell me who your MC is, and that motivation is weak and impossible to write a game around. Don't get me wrong. You can absolutely write a game around a perverted character, but he needs more motivation than "I wanna get my dick wet". So, again, we are back at who?

In Seraphim Academy, Evelyn, the MC, is a film obsessed girl who wants to become a screenwriter. Her favorite genre is thrillers. Beyond that she's a slightly damaged girl. At a young age her parents divorced. She watched her dad cycle through women like laundry and her mom has been divorced 3 more times since. She doesn't believe in love, at least not the happily ever after kind, and she doesn't think that marriage, or even monogamy, are for her. Her motivation, as I stated before, is to become a screenwriter. So how do I write a game around this? Well simple, I make her a student at an academy for the arts with a teacher she looks up to as a powerful leader in the field she wants to join and a cast of characters who all have similar motivations. Her roommate wants to be a director someday. The cute redhead wants to be a novelist. The rich popular girl is also an aspiring novelist. The rich dyke slut is actually a little softy poet. The new mean girl is an aspiring actress. Her roommate/lackey is an aspiring jazz musician. Each of them come to this academy for this purpose. And what's the central theme? What drives this plot beyond their shared motivations? Well, they're caught in the middle of a plot right out of one of Eve's beloved thrillers. From there everything that happens in the story is meant to either serve Eve, or directly oppose her goals.

In The Things We Do For Love, our two main characters are the twins Alexis and Alexander. They're typical geeks, into tabletop rpgs and music and all manner of geek pop culture. They are linked, not only by their blood, but by a shared trauma. One night, Alexander was awoken forcefully as his own father raped his teen mouth. Happening on the scene on her way to the bathroom, Alexis manages to get her hands on the father's gun and shoots him 3 times, killing him. This event scars them both for life, and brings them closer, Alexander looking to be closer to his hero, and Alexis, hoping she can protect him, while also needing someone around who understands. Their relationship is warped by this shared trauma and the two of them become more than twins. The story is about the romance that blossoms there and what they decide to do with it. The other characters that come in are all to support this goal. Their Aunt gives them all a new home and a new life after the tragedy, and introduces the twins to her modelling agency which I use to increase the conflict, as modelling gives the twins a public life, making it harder for them to make their decisions on their relationship. It also introduces romantic rivals to test the relationship, or maybe, to solve the problem of keeping it a secret? Everything in the story happens to serve the characters and their romantic goals.

But these are both VN, you might say, what about a life sim?

Well, look at the DeLuca Family. The plot centers around a guy who doesn't really know who he is, but apparently he must be heir to something. His father is spoken of as if he had done something to directly betray the family, and his mother tried to poison him as a child, so who he is is something he'd like to find out. What's his motivation? Well, getting out of this contract, primarily, but until then, surviving in this life. He has to earn the trust of the family as well as gain strength to defend himself should things go wrong if he wants to ever get out of this contract. And all the romance that comes comes through that context. Making friends with Luna by helping her make amends to her sister. Making friends with that sister, in and of itself, being how he gets closer to her, because apparently she's never had a friend. Even getting close to the older wife character, which on the surface seems the weakest one, but is actually kinda cute, because the woman isn't actually swayed by his antics, just finds them adorably amusing, is all about servicing the goal of gaining the trust of this family. As things go on and more gets revealed I suspect his motivations will change, just as his relationships with the girls have started to change from just frienship to something more.

The important thing is, the characters in all these stories have something to offer beyond a big dick. In Deluca it's new experiences for both the sisters and something of a distraction for the wife. In Seraphim she's one of few characters who knows what she wants, and as a result she's able to be a rock for the others, helping Erin with her social anxieties and daddy issues, helping Alison with her self esteem, being the challenge for the slut dyke, the shoulder to cry on for the rich girl. In TTWDFL its their shared experiences that drive them together, they need one another, because no one else understands.

These games don't need molestation because each character has something to give.

Unless your game is about a character whose goals involve molestation, you should probably stay away from it. California Bound is, currently, the only major molestation based game that I like. Why? Because she's not just some retard getting abused. She's a girl with a goal and no support system in a new town. She could choose to go home, but doesn't because going home means giving up on her goal, so she endures the molestation and sexual harassment to get to her goal.

If your game is about a guy who revels in molestation, as in, his motivation in life is taking advantage of girls, blackmailing, harassing, raping, and etc, fine, make that game that's not something anyone is telling you not to do. But don't use molestation as a crutch for a lack of ability to write good reasons for your characters to interact.
 
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desmosome

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I, for one, rather like the simplicity and focused story telling of VNs. By their very nature, VNs will tend to have better flow to the narrative and more well rounded characters. Think of it like a CYOA novel or watching a movie where you can direct the outcome to a certain extent. That is the appeal of VNs at its core.

You could say VNs have no gameplay so might as well just go to pornhub. I could say sandbox games have shit gameplay (vast majority of them), so just go to pornhub and then play Fortnite.

Of course, I dont mean that there isn't any fun sandbox games. Damsels and Dragons is pretty fun to play even if you take away all the lewds. High Rise Climb takes the simple life sim approach, but applies it masterfully. Exploring the skill tree and climbing that social ladder in the form of promotions keep you interested. The sandbox elements in a game need to be good enough to get your attention on its own merit.
 

DarthSeduction

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You could say VNs have no gameplay so might as well just go to pornhub. I could say sandbox games have shit gameplay (vast majority of them), so just go to pornhub and then play Fortnite.
Yeah, I have to say, if Pornhub could give me the emotional connection with characters that I get from a VN, I would just go to PornHub, but it can't. And neither can most life sims. Some, more recently, have spent a greater amount of time giving their characters depth and something to like, but for the most part I find life sims as lifeless as pornhub vids.
 

desmosome

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Yeah, I have to say, if Pornhub could give me the emotional connection with characters that I get from a VN, I would just go to PornHub, but it can't. And neither can most life sims. Some, more recently, have spent a greater amount of time giving their characters depth and something to like, but for the most part I find life sims as lifeless as pornhub vids.
There was a time when I could get off on a picture that loads pixel by pixel on a 56k modem. Years of desensitization to normal porn brought me to the logical end point of needing "plot" in my porn lol. JAVs and hentai manga does a pretty good job, but porn games with good writing was the next stop in my quest.
 

hameleona

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Well, in the end there has to be a balance. A game is nether made just by it's story, nor by it's gameplay. Sandbox games turn in to grind fests mainly because of outright bad design and not because they don't have a story or anything like that. I know people for example love timers of some sort, but timers so often turn a sandbox game in to a puzzle game - forcing the player to go for the most efficient route possible and sooner or later that gets boring.

A story concept is essential for designing a decent game. It doesn't need to be good. It doesn't need to be unique. It needs to be there. It will directly influence your gameplay. After the story concept (and for fucks sake, if I can drop a story concept to tie up 15 fetishes in the manner of 30 minutes, it can't be that hard) you create the setting. A good setting will evolve a central conflicts even by just answering basic questions. A demon is giving you power? What kept demons in check until now? There you go - now you have some form of antagonist and a central conflict. You go around corrupting people to do strange shit? Where are the authorities? And so on. And than you have to figure out the Style of the game. Will it be a serious film-noir style of game like Depraved Awakening? Will it be a mystical comedy?

While good professional can work on anything and do a good job (ask ghost writers), not having basic concepts for a game is a bad idea. You can start from anywhere, but you must have "Story, Setting and Style" figured out from the start, since when you finally balance them out - all else will be easier to make. Figure out those and making a decent game will be something like 50% easier.

Figure out some interesting characters (again - interesting, not deep, unique or even well-written). And not all the characters, but those you will need.
Figure out the mechanics and have at least some basic idea how to balance them out.

Than start rendering and writing and coding. And if you are decent at those you'll make a decent game. And that basically means you'll make a really good game by adult games standards.
 

DarthSeduction

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Figure out some interesting characters (again - interesting, not deep, unique or even well-written). And not all the characters, but those you will need.
How exactly do you create an interesting character without depth? I mean, sure, there's characters like Doom Guy or Goblin Slayer, who are as shallow as a pond, but they're dropped a world where that particular character makes sense, and then surrounded by a cast of characters who provide depth to the story. An interesting character and a character with depth are the same thing.
 
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hameleona

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How exactly do you create an interesting character without depth? I mean, sure, there's characters like Doom Guy or Goblin Slayer, who are as shallow as a pond, but they're dropped a world where that particular character makes sense, and then surrounded by a cast of characters who provide depth to the story. An interesting character and a character with depth are the same thing.
I do not agree. I find most characters in russian literature boring as hell and annoying, but they certainly have depth. :)

It's an introduction approach to game design. If the player can associate the cast with characters and not with objects - you have a much higher chance of him getting involved in the game. If the cast in the player head goes like "MILF1, Flat-chested-teen, idiot brother, some whore, teen-with-jugs, MILF 2 and 3...", there is a good chance he would not really care about the cast to get to know them. Let's take incest games for example.
If we want to keep up with the standard cast, there is a huge chance the player will just ignore them. Big sis is a bitch, lil sis is shy, mom is overworked, aunt is a perverted gold digger or just a slut (hopefully there are not twin nieces). It does nothing to the player. Seen it a million times. You can vary it a bit and shake it up, but if you want to use the classic trope - you must think of some way to make those characters interesting from the start. Maybe we get introduced to the bitch sister in a moment where she is vulnerable (maybe they just released some revenge porn with her). Maybe the little sister comes home so excited about her new book, that she ignores you. Maybe mom is not overworked and is actually an alcoholic trying to keep it together and we meet her drunk as fuck. Maybe we meet the aunt when her husband directly tells her he is going to his lover. Or that he is bringing a prostitute tonight for a threesome. Or something - yeah, she is a gold digger, but showing her humiliated or excited by such a thing will make her something more than "Milf2". Maybe the twins are dead (god, please!).
It doesn't need to be anything above a quirk, a trait, a habit. It just needs to make them interesting, captivating for just that moment. To not make the player think about them as blanks, but as characters. "This is my big sister and she is a bitch" does nothing for the player.
A good introduction by proxy also helps - maybe you meet the big sister... when somebody shows you the revenge porn! Great place to establish the MCs attitude, btw - will you get protective? Will you be happy she is humiliated? And now we have the seeds of a story arc for the big sister and at least one other character (whoever showed you that porn).
This is what I mean by interesting characters. Because we have a very short time to introduce somebody. And if the player gives no shits about them - there is a good chance they will just rush trough any depth shown later on. "It's MILF2, let me fuck her already!"
 

DarthSeduction

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It's an introduction approach to game design. If the player can associate the cast with characters and not with objects - you have a much higher chance of him getting involved in the game. If the cast in the player head goes like "MILF1, Flat-chested-teen, idiot brother, some whore, teen-with-jugs, MILF 2 and 3...", there is a good chance he would not really care about the cast to get to know them. Let's take incest games for example.
If we want to keep up with the standard cast, there is a huge chance the player will just ignore them. Big sis is a bitch, lil sis is shy, mom is overworked, aunt is a perverted gold digger or just a slut (hopefully there are not twin nieces). It does nothing to the player.
no depth

Maybe we get introduced to the bitch sister in a moment where she is vulnerable (maybe they just released some revenge porn with her). Maybe the little sister comes home so excited about her new book, that she ignores you. Maybe mom is not overworked and is actually an alcoholic trying to keep it together and we meet her drunk as fuck. Maybe we meet the aunt when her husband directly tells her he is going to his lover. Or that he is bringing a prostitute tonight for a threesome. Or something - yeah, she is a gold digger, but showing her humiliated or excited by such a thing will make her something more than "Milf2". Maybe the twins are dead (god, please!).
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