I've played Strive for Power—it was good, four stars—and I truly think Strive Conquest is a big step... in the wrong direction.
There is a demand—and I guess a desire many authors intuitively have as well—for more sophisticated trainer games. And it's a common mistake to achieve extra complexity by adding systems that are not directly tied into the training process, making it closer to a 4X game.
Stop.
I'm not saying you will fail at making a 4X, rather, the effort is misplaced. We have tons of great 4X/sanbox/sim games. I can name several studios dominating entire strategy sub-genres, and it would take tens of thousands of hours to play them all. There's just one catch, those aren't porn games. So while there is some value in making yet another grand strategy, the value of making a good strategy with a heavy focus on training and sex is way way higher.
But that is what Conquest decidedly does not do. There's probably one single bit of advancement compared to For Power, that your slaves now have two attributes relevant to how well they respond to punishments and rewards, and ultimately have two end states (max loyalty or max submission). But even these stats aren't very relevant and I've noticed my own tendency to ignore them after a couple of weeks of in-game time.
Everything else looks like a setback. Where Strive had basically dates or training sessions, this game just gives certain character classes special discipline skills that can be used 1 or 2 times per day. It's not a satisfying system, it's a grind, and the grindiness is compounded by abadly designed hastily ported UI. Where Strive had a global map—no matter how simplistic travel graph it had— Conquest doesn't have even that, and instead offers this new clunky non-immersive travel system that feels like managing some excel tables and less like travel. But hey, this new system allows multiple parties travelling at the same time, isn't that great? No, it isn't.
All the other systems (plot, factions, NPCs, crafting) are too bare-bone right now due to being early in developenent (v.0.2.1) but mechanically none of them really wows me.
So I don't know, for me it looks less enticing than the previous installment, even if I give a free pass on the bugs, clunky UI, and low amount of content.
There is a demand—and I guess a desire many authors intuitively have as well—for more sophisticated trainer games. And it's a common mistake to achieve extra complexity by adding systems that are not directly tied into the training process, making it closer to a 4X game.
Stop.
I'm not saying you will fail at making a 4X, rather, the effort is misplaced. We have tons of great 4X/sanbox/sim games. I can name several studios dominating entire strategy sub-genres, and it would take tens of thousands of hours to play them all. There's just one catch, those aren't porn games. So while there is some value in making yet another grand strategy, the value of making a good strategy with a heavy focus on training and sex is way way higher.
But that is what Conquest decidedly does not do. There's probably one single bit of advancement compared to For Power, that your slaves now have two attributes relevant to how well they respond to punishments and rewards, and ultimately have two end states (max loyalty or max submission). But even these stats aren't very relevant and I've noticed my own tendency to ignore them after a couple of weeks of in-game time.
Everything else looks like a setback. Where Strive had basically dates or training sessions, this game just gives certain character classes special discipline skills that can be used 1 or 2 times per day. It's not a satisfying system, it's a grind, and the grindiness is compounded by a
All the other systems (plot, factions, NPCs, crafting) are too bare-bone right now due to being early in developenent (v.0.2.1) but mechanically none of them really wows me.
So I don't know, for me it looks less enticing than the previous installment, even if I give a free pass on the bugs, clunky UI, and low amount of content.