@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.