Formerly titled "Presentation and You! An informational guide."
Dead Weight
Let's say you are developing a (non-novel) porn game. Somewhere in development an issue relating to the porn arises, and that is "Why must there be porn?". This might seem like a dumb question, but think about it. If a game developer just added whatever for the sake of having it, their games would be a jumbled mess. The porn in this case is dead weight and not contributing to the gameplay, and for future reference dead weight-porn (haha dmc5). When it comes to game design, it's important to make sure that everything has something to give to the gameplay, otherwise it might end up being detrimental.
However, not everyone decides to cut off this dead weight. Either they are simply inexperienced, stubborn, or simply don't care too much about the quality of their game. If a game succeeds like this, which it likely will since most people care more about fetishes than game quality, it will inevitably inspire someone else to make their own game following a similar poor formula. Then it spreads further and only gets worse from there.
So, how do we keep the porn without damaging the quality of the game?
Presenting: Sexual Game Mechanics
This is a little straightforward, but having the porn pull it's own weight (referred to as sexual game mechanics, or an SGM) is the key to this problem. A sexual game mechanic is a game mechanic that relatesor leads to sexual content, and has the sexual content contribute back to the gameplay. There are a few conditions I've found that can help guide one to making a good SGM.
The first and most important condition is the relevance of the SGMs. How much do the SGMs come up in gameplay? If it's player-activated, why should the player pursue it gameplay-wise? Your SGMs should be part of the main gameplay loop, like the fighting in a fighting game, for maximum impact. It doesn't need to be a battle-fuck game or something like that, since you might not be making a game about fighting all the time. The function of the sexual mechanics needs to make sense for the game.
The next condition is the rate of the sexual game mechanics. How often does the player encounter or use the SGMs? The rate of this should be in line with the game's general pacing. You should expect to see alot of sex often in a fast-paced game, but may need to be more patient in something turn-based. Due to this, not every genre will be ideal for porn game, like grand strategy games or games that are very slow.
Lastly, is scale. While this one is a little self-explanatory, a game needs sufficient amount of sexual content to avoid repitition. If there isn't enough content for the frequency of the mechanic, players will quickly get tired of it. Actually finding the minimum amount of sexual content for the SGM isn't easy to measure. Linear scenes aren't as interesting, but more modular sex (seen in Karryn's Prison or Degrees of Lewdity) can get away with only having a few positions, since one position can get alot more done.
Ultimately, SGMs are still game mechanics, and are to be treated as such. They need to be balanced out, polished, and fun, like any other (generally speaking). SGMs aren't always inherently good, just as some game mechanics can be bad. Alone, SGMs don't fix games, they actually need good gameplay for full impact.
Reguarding Other Sexual Content
Galleries
Now galleries aren't inherently bad, but they often encourage dead weight-porn. While the idea of letting the player revisit sexual content quickly sounds good, this is often used as a crutch to avoid making (good) SGMs. This doesn't mean you can't have anything resembling a gallery, but it's a good idea to pretend it isn't there for the sake of fap-ability during gameplay.
Game Over Sex
Again, this isn't an inherently bad thing, but it is usually misused. The obvious problem with this is that the sexual content (something the player desires) requires you to play poorly, contradicting the idea of rewarding skill. This isn't an issue if it's only a bit of the sexual content, but when it's the ONLY sexual content, it starts to be problematic.
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Dead Weight
Let's say you are developing a (non-novel) porn game. Somewhere in development an issue relating to the porn arises, and that is "Why must there be porn?". This might seem like a dumb question, but think about it. If a game developer just added whatever for the sake of having it, their games would be a jumbled mess. The porn in this case is dead weight and not contributing to the gameplay, and for future reference dead weight-porn (haha dmc5). When it comes to game design, it's important to make sure that everything has something to give to the gameplay, otherwise it might end up being detrimental.
However, not everyone decides to cut off this dead weight. Either they are simply inexperienced, stubborn, or simply don't care too much about the quality of their game. If a game succeeds like this, which it likely will since most people care more about fetishes than game quality, it will inevitably inspire someone else to make their own game following a similar poor formula. Then it spreads further and only gets worse from there.
So, how do we keep the porn without damaging the quality of the game?
Presenting: Sexual Game Mechanics
This is a little straightforward, but having the porn pull it's own weight (referred to as sexual game mechanics, or an SGM) is the key to this problem. A sexual game mechanic is a game mechanic that relatesor leads to sexual content, and has the sexual content contribute back to the gameplay. There are a few conditions I've found that can help guide one to making a good SGM.
The first and most important condition is the relevance of the SGMs. How much do the SGMs come up in gameplay? If it's player-activated, why should the player pursue it gameplay-wise? Your SGMs should be part of the main gameplay loop, like the fighting in a fighting game, for maximum impact. It doesn't need to be a battle-fuck game or something like that, since you might not be making a game about fighting all the time. The function of the sexual mechanics needs to make sense for the game.
The next condition is the rate of the sexual game mechanics. How often does the player encounter or use the SGMs? The rate of this should be in line with the game's general pacing. You should expect to see alot of sex often in a fast-paced game, but may need to be more patient in something turn-based. Due to this, not every genre will be ideal for porn game, like grand strategy games or games that are very slow.
Lastly, is scale. While this one is a little self-explanatory, a game needs sufficient amount of sexual content to avoid repitition. If there isn't enough content for the frequency of the mechanic, players will quickly get tired of it. Actually finding the minimum amount of sexual content for the SGM isn't easy to measure. Linear scenes aren't as interesting, but more modular sex (seen in Karryn's Prison or Degrees of Lewdity) can get away with only having a few positions, since one position can get alot more done.
Ultimately, SGMs are still game mechanics, and are to be treated as such. They need to be balanced out, polished, and fun, like any other (generally speaking). SGMs aren't always inherently good, just as some game mechanics can be bad. Alone, SGMs don't fix games, they actually need good gameplay for full impact.
Reguarding Other Sexual Content
Galleries
Now galleries aren't inherently bad, but they often encourage dead weight-porn. While the idea of letting the player revisit sexual content quickly sounds good, this is often used as a crutch to avoid making (good) SGMs. This doesn't mean you can't have anything resembling a gallery, but it's a good idea to pretend it isn't there for the sake of fap-ability during gameplay.
Game Over Sex
Again, this isn't an inherently bad thing, but it is usually misused. The obvious problem with this is that the sexual content (something the player desires) requires you to play poorly, contradicting the idea of rewarding skill. This isn't an issue if it's only a bit of the sexual content, but when it's the ONLY sexual content, it starts to be problematic.
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