- Oct 18, 2018
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- 975
So I was randomly browsing old games on Archive.org and this popped up, pretty high up
It's Virtual Woman 95, a game from 2002 which worked on procedurally generated female chatbots (You could select some presets), and basically, you would talk dirty to them to get them to take their clothes off. I used a standard Windows XP Pro SP3 VM to run it. The problem was I couldn't find a registered version of the game anywhere at all - I doubt I can buy it or the company even exists, so you can only go as far as getting them in bra and panties- if someone has it, please let me know.
Now back to the game: The player can type anything but the responses are very limited and as long as you're not a complete dick to them, you will easily progress by simply complimenting them (think of how romance works in Sims games where you spam flirty things). Despite it being so old, the concept was pretty enjoyable for one session, I would try the newer (Lol 2008 "new") version but the classic 2002 graphics just make the experience better and a bit funnier when they say random stuff. Because the realism/chatbot features are so outdated that the real fun of the game is in the unintended humor it produces.
I have seen the chat feature in some games here, like the one where you adopt a girl (I can't remember the name of the game but the girl looked like a child so I couldn't enjoy it at all), but overall it is rare. Personally, I would enjoy more games with such elements, not necessarily chatbot, but ones that would make player input meaningful.
Though, in the case of this game, the actual random things in the game didn't matter that much.
Virtual Woman was pretty straightforward in theory with a simple mechanic of determining a "good" or "bad" input from the player. But it allowed for rewarding progression in the game after the struggle of convincing the procedurally generated bot woman that you like her and being able to do naughtier things once you gained enough favor. But the player input was entirely from the player, not from prompts or commands, though obviously, you would want to use words that were in its dictionary. That is well done for the time period when it was made.
Do a lot of other people also like these kinds of games where stuff is created on the go and the player deals with the game environment and responds rather than playing a part in a set narrative? Now, the number of resources required to make these things is a big reason why people mod AAA games with pre-built systems of procedural generation rather than making them from scratch but I will say it is so underexplored as it doesn't always have to be super advanced and can be as simple as VW 95.
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It's Virtual Woman 95, a game from 2002 which worked on procedurally generated female chatbots (You could select some presets), and basically, you would talk dirty to them to get them to take their clothes off. I used a standard Windows XP Pro SP3 VM to run it. The problem was I couldn't find a registered version of the game anywhere at all - I doubt I can buy it or the company even exists, so you can only go as far as getting them in bra and panties- if someone has it, please let me know.
Now back to the game: The player can type anything but the responses are very limited and as long as you're not a complete dick to them, you will easily progress by simply complimenting them (think of how romance works in Sims games where you spam flirty things). Despite it being so old, the concept was pretty enjoyable for one session, I would try the newer (Lol 2008 "new") version but the classic 2002 graphics just make the experience better and a bit funnier when they say random stuff. Because the realism/chatbot features are so outdated that the real fun of the game is in the unintended humor it produces.
I have seen the chat feature in some games here, like the one where you adopt a girl (I can't remember the name of the game but the girl looked like a child so I couldn't enjoy it at all), but overall it is rare. Personally, I would enjoy more games with such elements, not necessarily chatbot, but ones that would make player input meaningful.
Though, in the case of this game, the actual random things in the game didn't matter that much.
Virtual Woman was pretty straightforward in theory with a simple mechanic of determining a "good" or "bad" input from the player. But it allowed for rewarding progression in the game after the struggle of convincing the procedurally generated bot woman that you like her and being able to do naughtier things once you gained enough favor. But the player input was entirely from the player, not from prompts or commands, though obviously, you would want to use words that were in its dictionary. That is well done for the time period when it was made.
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Do a lot of other people also like these kinds of games where stuff is created on the go and the player deals with the game environment and responds rather than playing a part in a set narrative? Now, the number of resources required to make these things is a big reason why people mod AAA games with pre-built systems of procedural generation rather than making them from scratch but I will say it is so underexplored as it doesn't always have to be super advanced and can be as simple as VW 95.
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