Porn games rely heavily on the choices made by the player. Unlike action games, players don’t expect to use their reflexes when playing porn, maybe because aiming and shooting with one hand is difficult. But choices have their downside as well, as they stop the story’s flow and present an artificial interface (choices menu) which reduces immersion. In this post I’ll discuss three types of choices typically found in adult visual novels and why some of them should be eliminated.
I’ll start with an example from my game, Vae Victis - Khan. In the beginning of a quest, your MC enters an inn to meet with his agent and is presented with this menu:
This is what I call a fake choice. Despite having two options the player has no reason to leave the inn when he just entered it. Hence, it’s a fake choice: technically it’s there but there’s no reason to choose it. You’ll often find such fake choices in games where you can “peek or not peek” to a girl in the bathroom or where you must exhaust all conversation paths before the plot continues. If the developer knows what the players will choose or the plot will not continue unless a specific choice is made, why present fake options in the first place?
For the record, I intend to remove the fake choice presented in the example in the next update, realizing it contributes nothing to the game.
The next problematic type of choice is what I call a blind choice. In a game I played recently the mc sneaks into a house to search for clues when suddenly he hears someone at the door. Now the game asked me whether I wanted to hide in the living room or in the bedroom and my choice determined how events would fold.
How the hell am I supposed to know which choice is better or what each of the choices will do?
Unless the player takes pleasure in randomly following an unknown path, giving the players blind choices is like giving them no choice at all, only informed choices are real choices. This problem is especially painful in virtual novels due to their linear nature where you can’t go back (barring loading saves and mouse-scrolling back). In action games the player usually can simply retreat if there are too many aliens in a room.
Which brings me to the only choices in my opinion which should be included in a virtual novels: role choices.
The player assumes the role of a character in the game and the best choices should reflect the choices he makes as that character: do you want to help that girl or to help the bounty hunter chasing her? Do you wish to attack the gangster or try to negotiate? Presenting a role or morality based choices helps the player to identify with the main character better and feel better connected to the game. Fake choices and blind choices add very little and only disrupt the flow of the game.
I’ll start with an example from my game, Vae Victis - Khan. In the beginning of a quest, your MC enters an inn to meet with his agent and is presented with this menu:
This is what I call a fake choice. Despite having two options the player has no reason to leave the inn when he just entered it. Hence, it’s a fake choice: technically it’s there but there’s no reason to choose it. You’ll often find such fake choices in games where you can “peek or not peek” to a girl in the bathroom or where you must exhaust all conversation paths before the plot continues. If the developer knows what the players will choose or the plot will not continue unless a specific choice is made, why present fake options in the first place?
For the record, I intend to remove the fake choice presented in the example in the next update, realizing it contributes nothing to the game.
The next problematic type of choice is what I call a blind choice. In a game I played recently the mc sneaks into a house to search for clues when suddenly he hears someone at the door. Now the game asked me whether I wanted to hide in the living room or in the bedroom and my choice determined how events would fold.
How the hell am I supposed to know which choice is better or what each of the choices will do?
Unless the player takes pleasure in randomly following an unknown path, giving the players blind choices is like giving them no choice at all, only informed choices are real choices. This problem is especially painful in virtual novels due to their linear nature where you can’t go back (barring loading saves and mouse-scrolling back). In action games the player usually can simply retreat if there are too many aliens in a room.
Which brings me to the only choices in my opinion which should be included in a virtual novels: role choices.
The player assumes the role of a character in the game and the best choices should reflect the choices he makes as that character: do you want to help that girl or to help the bounty hunter chasing her? Do you wish to attack the gangster or try to negotiate? Presenting a role or morality based choices helps the player to identify with the main character better and feel better connected to the game. Fake choices and blind choices add very little and only disrupt the flow of the game.
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