- Apr 16, 2018
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I have played dozens of these games by now, and have noticed that quite a few of them utilize some sort of system for quantifying game or story relevant attributes like Charm, Affection, Lust, Depravity, Love, Dominance/Submission, and so forth. I have played tabletop RPGs and computer and console RPGs for a few decades now and so I have some thoughts about their utility, esp in these types of games.
First, I think that these stats and related skills have a few basic functions in these games:
1. Prerequisite stats--the MC must have achieved a certain level of ability in order to advance the storyline, try something with another character, or to acquire some new ability or skill
2. Target, threshold or trigger stats--these are generally stats possessed by the target(s) of the MC's affection or efforts of whatever sort. The MC must have raised the target's stat to a certain level in order to attempt or succeed with a particular action and/or advance the story line.
3. Task resolution stats--these are stats or skills used to perform specific tasks or types of tasks(combat, seduction, magic use, lockpicking, hacking, etc.), usually expressed as a percentage, possibly modified by the ease or difficulty of the task in question
Some games use more than one type of such stat. I think my general criticism of such stats, where I think devs falter sometimes, is as follows:
1. It's unclear what the stat does or is there for--how often is "agility" or "strength" going to come up in the game? Is my morality level really going to matter much? How?
2. It's unclear what the threshold number to be achieved is, or how to further advance the stat--how much do I need to raise her lust, trust or affection to get her to perform oral sex? What actions(dialogue, physical tasks, gift-giving, etc.) will raise her stat to the necessary level?
3. It's unclear what the "scale" or range for the stat is--is "100 affection" perfect, good, mediocre or bad? What's the ceiling?
I think one of the issues is devs "hiding the ball". They don't tell you what the stats are for, often enough, or what the "range" is(my default assumption is 1-10 or 1-100, usually based on percentages or threshold levels). Or when you achieve a target level, there's not enough of a change in the behavior of the targets/NPCs to let you know you've achieved something new.
Another issue is having stats the dev originally envisioned being useful but then abandoned later on.
Anyway, throwing this open to see what other people, devs and players alike, think about this topic.
First, I think that these stats and related skills have a few basic functions in these games:
1. Prerequisite stats--the MC must have achieved a certain level of ability in order to advance the storyline, try something with another character, or to acquire some new ability or skill
2. Target, threshold or trigger stats--these are generally stats possessed by the target(s) of the MC's affection or efforts of whatever sort. The MC must have raised the target's stat to a certain level in order to attempt or succeed with a particular action and/or advance the story line.
3. Task resolution stats--these are stats or skills used to perform specific tasks or types of tasks(combat, seduction, magic use, lockpicking, hacking, etc.), usually expressed as a percentage, possibly modified by the ease or difficulty of the task in question
Some games use more than one type of such stat. I think my general criticism of such stats, where I think devs falter sometimes, is as follows:
1. It's unclear what the stat does or is there for--how often is "agility" or "strength" going to come up in the game? Is my morality level really going to matter much? How?
2. It's unclear what the threshold number to be achieved is, or how to further advance the stat--how much do I need to raise her lust, trust or affection to get her to perform oral sex? What actions(dialogue, physical tasks, gift-giving, etc.) will raise her stat to the necessary level?
3. It's unclear what the "scale" or range for the stat is--is "100 affection" perfect, good, mediocre or bad? What's the ceiling?
I think one of the issues is devs "hiding the ball". They don't tell you what the stats are for, often enough, or what the "range" is(my default assumption is 1-10 or 1-100, usually based on percentages or threshold levels). Or when you achieve a target level, there's not enough of a change in the behavior of the targets/NPCs to let you know you've achieved something new.
Another issue is having stats the dev originally envisioned being useful but then abandoned later on.
Anyway, throwing this open to see what other people, devs and players alike, think about this topic.