I'm afraid you're setting yourself some traps, especially for a novice porn dev.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.
1. Realism overboard: realism is a tool for you to tell a convincing story. When applied too generously, however, you make your goal of creating erotic situations harder to achieve. There's a reason why characters have big tits, big cocks, skimpy armors etc' in the media, and that is because it's fucking hot. I don't mean to tell you to portray all your girls as medieval bimbos, but as in everything else in life, balance is key. If you're going to present an average body girl wearing modest cloths your goal of having the player wanting to bone her will become much harder.
2. Consequences for cheating: again, hyper realism can kill you here as well. We have jealous spouses in real life, do we need jealous spouses in fantasy as well?
3. Choices. A very tough question. A question I've been pondering myself for months now. Remember that if different choices mean different content that's content the player will not see. Think about spending hours of work on scenes many of your players will not see unless they: A. Replay or B. Use a mod to view them in the gallery.
My current approach to choices is that they should be "morality" or "role" based, i.e. allow the player to do the "bad" thing or the "good" thing which will lead to similar but not identical scenes, allowing you to ensure that an optimal amount of your work is seen by the players.
As a player, I hate, hate hate to choose between two girls I like. And no, saving and reloading is making me work when I should be having fun. As a developer I never force my players to choose between two girls.
Lastly, on the topic of choices, I personally hate blind choices. "Give her the Red rose or the Blue rose?" How the fuck would I know? Giving the players uninformed choices is not giving them choices at all.
4. Different endings: again, you're risking investing a lot of your work into content players not will see.
To summarize: realism is a powerful tool for erotica, it helps the player suspend their disbelief at what they see. In excessive quantities, however, it can make your game dull. Also: choices are very tempting, but remember that every time the players chose Blue, he missed the content in Red so you had better decide how much effort you are going to invest into making Blue and Red different.