Telltale Style Adventure Games

Xephyrus

New Member
Aug 15, 2022
4
1
Hi everyone. Solo indie dev here thinking about switching to NSFW games. Anyways, I've been spitballing some ideas around for a new game while also binging through Telltale's The Walking Dead games, and something amazing occurred to me: Telltale's format would be a great framework to build an H-game around! But then I figured, surely people have already thought of that right? So I come here and search around and surprisingly I find no games similar to what Telltale had been doing for the last decade and a half (unless I wasn't thorough with my searching, if so please show me any similar games).

Well now I'm seriously considering making my own NSFW Telltale style adventure game. Just need to figure out what kinds of "content" to put in if you know what I mean. To me, it seems like a great format for showing off H-content, while also having an adventure game style story with lots of player choice and consequences. Biggest hurdle would probably be all the animation and cinematography work that would have to go into each scene. But I know Blender and Unity well enough to make it work I think. Or maybe I should just go for a more static, visual novel style static graphics. Anyone else want to chime in and tell me what you think about a game like this? Some suggestions on what sorta H-content would work in this style would be appreciated. I've made games before, but still on the ideation phase for my first H-game.
 

voronkov

Member
Aug 27, 2018
299
255
Проблема с таким стилем игры где есть противник придумать как помимо игры вписать в сюжет. В платформерах (2д аркада с передвижением) они обычно просто враги где только видишь контент если проигрываешь и попадаешься. Да же в других жанрах щупальца или что то похожее имеет персонажа без сюжета и особо без характера. То есть просто интимная сцена без какого то дополнительного повествования. Это тоже неплохо если хочется посмотреть на такое. В основном всё рисованное и нет в 3д стиле. Решил подумать и выдать пару идей для размышления.


The problem with this style of play where there is an opponent is to figure out how to fit into the plot in addition to the game. In platform games (2d arcade with movement) they are usually just enemies where you only see content if you lose and get caught. Yes, in other genres, tentacles or something similar has a character without a plot and especially without character. That is just an intimate scene without any additional narration. It's also good if you want to see it. Basically everything is drawn and not in 3D style. I decided to think and give a couple of ideas for reflection.


История первая. History first.
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История вторая. The second story.
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История третья. History the third.
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История четвёртая. History four.
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История пятая. History fifth.
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История шестая. Story six.
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История седьмая. Story seven.
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avgenjoy

Newbie
May 28, 2022
15
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If you haven't seen it already - check out "The Night Driver" by BlackToad for implementation inspiration. It's close to what you described (besides not really having enemies and QTE, but this way it's easier to play with one hand anyway;)) and gives me The Wolf Among Us "walk and talk" format vibes.

This is solo dev Unity game (afaik dev has gamedev artist background). Graphics switch from isometric 3D environments to drawn 2D CG for characters and animated scenes (prerendered 3D blender graphics can work as well). It's a really great game - and if you can pull off something similar (artstyle or plot-wise) it should be really competitive as there is not really many games like that at all.
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Xephyrus

New Member
Aug 15, 2022
4
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Проблема с таким стилем игры где есть противник придумать как помимо игры вписать в сюжет. В платформерах (2д аркада с передвижением) они обычно просто враги где только видишь контент если проигрываешь и попадаешься. Да же в других жанрах щупальца или что то похожее имеет персонажа без сюжета и особо без характера. То есть просто интимная сцена без какого то дополнительного повествования. Это тоже неплохо если хочется посмотреть на такое. В основном всё рисованное и нет в 3д стиле. Решил подумать и выдать пару идей для размышления.


The problem with this style of play where there is an opponent is to figure out how to fit into the plot in addition to the game. In platform games (2d arcade with movement) they are usually just enemies where you only see content if you lose and get caught. Yes, in other genres, tentacles or something similar has a character without a plot and especially without character. That is just an intimate scene without any additional narration. It's also good if you want to see it. Basically everything is drawn and not in 3D style. I decided to think and give a couple of ideas for reflection.


История первая. History first.
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История вторая. The second story.
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История третья. History the third.
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История четвёртая. History four.
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История пятая. History fifth.
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История шестая. Story six.
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История седьмая. Story seven.
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Still thinking about that problem actually, since I am planning on making the MC be female and the game will have some combat scenes. My first game idea was actually a 2.5d platformer/metroidvania (2d background 3d characters) where the sex scenes are derived from the female's encounter with enemy characters. But I decided not to do this because there are already thousands of games like this out there. Also, it is very hard to program and balance a real-time action type game that is actually fun to play.

If you haven't seen it already - check out "The Night Driver" by BlackToad for implementation inspiration. It's close to what you described (besides not really having enemies and QTE, but this way it's easier to play with one hand anyway;)) and gives me The Wolf Among Us "walk and talk" format vibes.

This is solo dev Unity game (afaik dev has gamedev artist background). Graphics switch from isometric 3D environments to drawn 2D CG for characters and animated scenes (prerendered 3D blender graphics can work as well). It's a really great game - and if you can pull off something similar (artstyle or plot-wise) it should be really competitive as there is not really many games like that at all.
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I checked out "The Night Driver" and the isometric perspective and point n' click reminded me a lot of Disco Elysium. One of my favorite adventure games ever. Should be able to lift a lot of inspiration from that.

Thanks for the suggestions. Got some solid ideas down now, but I also have a another problem that I am still struggling with.

See I want the MC to be a strong, proactive female. I also do want to have some QTE and combat mechanics as gameplay. But I have no ideas on how to integrate the porn into the gameplay in ways that doesn't involve a lot of rape and/or coercion.

From my experience of playing H-games with female MCs, getting raped and seeing the H-scene play out is the consequence of being in a failure state. Basically, the game is over at that point. So after the scene ends, the player reloads the game from an earlier save, and then avoids whatever caused that h-scene to happen so they can progress.

However, with my game, the porn won't always be the result of a failure state. Like for example, if the player fails a QTE or loses a fight, there might be an h-scene, but the game won't necessarily be over. But since my gameplay related h-content will revolve around the MC being raped or molested, that would mean that the h-scene itself would become a canon part of the story now. What happens at that point? Does the female MC just accept that it happened and carry on? Or does the story not even acknowledge that the h-scene happened?

So to give an example of this: Imagine you're playing as the female MC. She's a detective working alone in the shadier parts of the inner city where she is based out of. Moving through a dark alley on the way to a potential lead, she gets attacked by a random homeless guy. Now, you have to do a QTE to fight him off. If you mess up, you get the scene, but the story moves on. What happened in that alley is never mentioned again.

I feel like those kinds of scenes could easily derail story and character development, so the best I can do is to just cut out the smut that don't contribute at all to the story. But then there would be less porn for the player.

I could cut out the combat and QTE stuff, but I actually do want some kind of action mechanics in the gameplay.

Or maybe I am just over thinking things.

Maybe as long as the porn is good, those details won't matter for most people?

Would love to hear some more thoughts and suggestions on this. Thanks again in advance.
 

Droid Productions

[Love of Magic & Morningstar]
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Game Developer
Dec 30, 2017
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You don't *have* to make this a failure state rape situation (which is really the worst type of porn integration; you really want to reward the player for playing well, not reward him for doing badly). It's also something that potentially gets you in trouble with Patreon, since glorifying sexual violence is pretty high up on the do-not-do list.

You *could*, for example, make it a game about rising in a criminal syndicate, or a vampire clan, or a royal court. To access certain male/female partners you need to complete missions, either to advance their relationship, or to gain enough fame and power that you can attract their attention. You'd at first be limited to tumbling the maid and chatting up the guard with the old arrow-wound to the knee, but pretty soon you've got the Duchess bent over a couch getting fucked with a strapon, and the King is making suggestions about a threesome with the Archbishop. You can still integrate sexuality into quicktime events (do it correctly and your riposte cuts your opponents jacket to ribbons, and her tits fall out), or even have some fail-states from it that are non-critical (if *you* get your jacket cut to ribbons and get humiliated in front of the Court you lose some standing, and need to recover from it).
 

Queen Rat

Newbie
Jul 5, 2021
29
19
I've been working on an erotic adventure game (classic Lucas Arts interface), and in my very limited experience meaningful choices don't necessarily play well with genuine game mechanics, especially if you are a solo developer.

Just imagine the game splitting down a different path every time the player loses a fight, or designing unique gaming sequences based on player choice. This could easily get out of hand, unless you get clever with your game design and/or find ways to force the story towards a smaller number of predetermined paths. Not saying it can't be done, but for a first project I would suggest keeping it simple - use game mechanics (fights or puzzles) as a roadblock to overcome for story progression, rather than a split down a new story path.
 
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Xephyrus

New Member
Aug 15, 2022
4
1
You don't *have* to make this a failure state rape situation (which is really the worst type of porn integration; you really want to reward the player for playing well, not reward him for doing badly). It's also something that potentially gets you in trouble with Patreon, since glorifying sexual violence is pretty high up on the do-not-do list.

You *could*, for example, make it a game about rising in a criminal syndicate, or a vampire clan, or a royal court. To access certain male/female partners you need to complete missions, either to advance their relationship, or to gain enough fame and power that you can attract their attention. You'd at first be limited to tumbling the maid and chatting up the guard with the old arrow-wound to the knee, but pretty soon you've got the Duchess bent over a couch getting fucked with a strapon, and the King is making suggestions about a threesome with the Archbishop. You can still integrate sexuality into quicktime events (do it correctly and your riposte cuts your opponents jacket to ribbons, and her tits fall out), or even have some fail-states from it that are non-critical (if *you* get your jacket cut to ribbons and get humiliated in front of the Court you lose some standing, and need to recover from it).
You're right; I did make it seem like there was only one way to go when there was actually very many. I'm going to chalk that up to my own biases as a player of H-games. That's coming back to bite me in the ass now that I'm a designer and writer.

Regarding Patreon; I can't say I agree with their stance, but that doesn't matter. They along with any other type of payment site that requires identity verification is out of the question for me; if I ever do decide to start asking for money anyways.

I've been working on an erotic adventure game (classic Lucas Arts interface), and in my very limited experience meaningful choices don't necessarily play well with genuine game mechanics, especially if you are a solo developer.

Just imagine the game splitting down a different path every time the player loses a fight, or designing unique gaming sequences based on player choice. This could easily get out of hand, unless you get clever with your game design and/or find ways to force the story towards a smaller number of predetermined paths. Not saying it can't be done, but for a first project I would suggest keeping it simple - use game mechanics (fights or puzzles) as a roadblock to overcome for story progression, rather than a split down a new story path.
That reminds me of how some Telltale games got a lot of criticism for their "meaningful choices," that actually didn't matter at all with regards to the ultimate outcome of the story. If a studio like that had to take those kinds of shortcuts, then yeah us solo devs really need to be careful with our design choices.

I have worked on games before, although they were all small action games; nothing like what I'm planning now. I'll start working on a small scale prototype to see how much I can actually handle. Definitely will consider turning most of those bits of gameplay like the QTE stuff into bits of flavor for the story and not route altering events.
 

Arminius3D

New Member
Aug 16, 2022
2
3
Hey, thanks for the interesting thread. I have a lot of these struggles myself when I think about how to make an enjoyable erotic game.

I think, in a story game, a convinient way to tackle the problem is with story, as Droid Production mentioned. In the detective scenario, sure, if a newbie has that shocking experience in a dark alley, it has to influence her development to give the story a realistic feel. If, on the other hand, the MC lives in a dystopic scenario where things like that happen all the time and have also happened to her before, it won't do that much to her.

I had to think of the Tomb Raider reboot. They show Lara as young, inexperienced and vulnerable. Nevertheless, she's quite fine with killing countless enemies anyways. That felt odd to me. Now if you have pre-reboot Lara or basically any other action MC, it's just their job to kill more people than the plague. No one thinks ill of that.

As you mentioned, "meaningful choices" can be stupidly hard to manage, as they might create an exploding decision tree for a game. Even the big AAA guys and gals have their trouble with that, having all choices line up to at most two or three endings.
I like, f.e., how Mass Effect handles "minor" choices in a managable way. If you help someone, he might return the favor, show up for two seconds and make a fight easier. If not, well, he does not show up. That way, the player feels the impact of their decision without a crazy lot of different story paths.

With limited resources, I would focus on a main story arc and do it well, rather than creating five paths done sloppy or never releasing at all. The decision fun can happen in minor choices that result in smaller changes to later events. And it would also help if the MC likes sex and actively seeks it. :D
 
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