- Feb 15, 2020
- 20
- 90
See title. I'm working on a new game - my first one, in fact. Without spoiling too much: Visual Novel, 2DCG (I have a pretty amazing artist, I think) somewhat """realistic""" medieval fantasy setting, extremely choice-oriented.
Although I am quite experienced from other mediums in both storytelling and programming I was thinking that I could use a "market analysis" of sorts.
I have played a lot of porn games, and obviously have my own ideas about what stupid things I hate that every game pulls, but I was wondering how much they matched with the average person's. The question is both about "story tropes" and "technical tropes" (minigames, narration flow, etc).
I'll name a few I don't like, to start:
- oversized tits (I like big tits, but too much is too much) and comically large penis (so many MCs have dicks bigger than their arms)
- useless skimpy armor (man, you need to choose between showing skin and protection)
- no consequences for cheating, ever (girls NEVER give a shit about you banging a whole harem, I think it becomes that much more immersive if you have to convince them)
- virgin whore (girl who is introduced as a "slut" conveniently becomes shy and grows a hymen back as soon as you fuck: turns out, the rumors were entirely fabricated, and there was no fire to this smoke; the only girl allowed not to be a virgin is the "quirky sexually liberated chick", but that's a different archetype). I like virgins as much as the next guy, but like everything, it doesn't work if you shove it everywhere. Japanese games are especially guilty of this one, but plenty of westerners do it too.
- the dev having a relatable character (or worse, the MC) parrot the dev's (often, but not always, liberal) political/social opinions as a total non sequitur or worse, as a way to impress a girl (because that totally works).
While I'm at it, here's another question: I kind of want my game to have many endings, at many different points of the game with the content not even remotely distributed evenly between the various routes. There may be some that cut you short right in the prologue, and some that last all the way for hours of gameplay. Do you lot think this would this become annoying? Maybe it could be mitigated by adding an autosave/warning system.
Although I am quite experienced from other mediums in both storytelling and programming I was thinking that I could use a "market analysis" of sorts.
I have played a lot of porn games, and obviously have my own ideas about what stupid things I hate that every game pulls, but I was wondering how much they matched with the average person's. The question is both about "story tropes" and "technical tropes" (minigames, narration flow, etc).
I'll name a few I don't like, to start:
- oversized tits (I like big tits, but too much is too much) and comically large penis (so many MCs have dicks bigger than their arms)
- useless skimpy armor (man, you need to choose between showing skin and protection)
- no consequences for cheating, ever (girls NEVER give a shit about you banging a whole harem, I think it becomes that much more immersive if you have to convince them)
- virgin whore (girl who is introduced as a "slut" conveniently becomes shy and grows a hymen back as soon as you fuck: turns out, the rumors were entirely fabricated, and there was no fire to this smoke; the only girl allowed not to be a virgin is the "quirky sexually liberated chick", but that's a different archetype). I like virgins as much as the next guy, but like everything, it doesn't work if you shove it everywhere. Japanese games are especially guilty of this one, but plenty of westerners do it too.
- the dev having a relatable character (or worse, the MC) parrot the dev's (often, but not always, liberal) political/social opinions as a total non sequitur or worse, as a way to impress a girl (because that totally works).
While I'm at it, here's another question: I kind of want my game to have many endings, at many different points of the game with the content not even remotely distributed evenly between the various routes. There may be some that cut you short right in the prologue, and some that last all the way for hours of gameplay. Do you lot think this would this become annoying? Maybe it could be mitigated by adding an autosave/warning system.
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