- Nov 9, 2022
- 296
- 437
I'm a little confused by this response. Can you explain why "doing it right" takes long than doing it wrong? Or why a well-written harem game with consequences would be harder or more time-consuming to write than a well-written murder mystery with the same number of choices in it?The real issue I see with this entire discussion comes down to one simple word:
Time.
Making a harem game is fine. Making a game with actual consequences is fine. Making a harem game with actual consequences is a developmental nightmare. It would take a massive amount of effort and time to produce one, (assuming we tick all the boxes everyone here has mentioned they would want out of it) - ultimately things like that almost never get made because you could produce two or three full games (harem, non harem, whatever) of the more "typical" fare, in the same amount of time it'd take to just pump out a portion of this hypothetical game here.
Really there's only two types of people who would even attempt it: #1 first-time devs who REALLY don't know what they're getting into, and the chances of abandoning partway through are very high.
#2: teams of multiple people - the sheer amount of work required would be pretty damn daunting for a single person to undertake.
Ultimately, I think that's the biggest reason you don't see those types of games almost ever, the amount of development time required to do it right would be absolutely massive, and the returns for such an undertaking usually won't be there.
It sounds like you're assuming a whole seperate game-length narrative for each possible combination of characters? (I.E. a Time Cave?) Or at least an ongoing story several days long, with "fucking/not-fucking dialogue optiosn for every character in every scene, which the game can swap between on-the-fly based on whether a given LI's relationship status is "single" or "it's complicated?"
But I'd argue that it can actually be much simpler than that. Just use a hug-and-spokes style story structure where seducing each LI is its own side-route, then once you've completed all the routes, it unlocks the option to play the ending route. Basically the same as existing harem games, structurally speaking.
There's no fundamental reason I can think of why an author couldn't write that, but with better-written spokes and an endgame that takes into account everything previously established. Just write an existing harem story better. Then write a better version of that story. Repeat until better is good enough to be "good."
But maybe your idea of "good writing" requires a specific storytelling structure, too. Or maybe I'm severely misunderstanding what "good writing" means.