What makes a good dating simulator in your own words?

McFuckyy96

Member
Aug 7, 2022
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So I've been having some ideas for a while now about a making a dating simulator. My main inspirations are those very old flash dating sims you used to play on Newgrounds back in the day like Simgirl or Love Hina Sim Date and games like that. I have the plot pretty much figured out but I want to know in your own words, if you're a fan of this genre of game, what makes a good dating sim and what things would you like to see in a dating sim type game?

Here are some details and notes of what I've planned in a very very simplified form.

- The game will be 2D hand drawn. I will be the artist. My style is more western than anime.
- It will be a point and click type game like simgirls and yes there will be a map with multiple locations
- I do plan for there to be animations
- The game is towards hetero relationships as the MC is straight but some love interests are bisexual
- There will be 8 love interests each with their own unique personalities
- It is possible to lose favor and trust from love interest depending on your choices
- Plenty of progressable NPC characters who won't be love interests but will still have H scenes/events with them
- Other guys will exist to so MC won't be in a harem sandbox
- There will be multiple antagonists
- There will be multiple endings
- Game will have relationship statuses so it won't be ambiguous
- It will take place in a boarding school like setting but the whole town is still accessible to travel and meet other characters
- All characters will be atleast 18+ or older
- The game will be very story orientated but still have a sandbox feel to progress with whoever you want at your own pace
- Plot revolves around immortality
- Will be made in Unity
- Stats will matter and will effect things like interactions with the characters, MC job, How MC is percieved in the world.
- There will be a bit of a grind since its more of a stats based game
- MC is sorta human
- There will be side stories, side quests and stuff like achievements, bonus games, easter eggs.
- There is no planned update/release schedule since I'll be doing it in my own free time.

That's all I have planned and noted for now, its not final but things can change.
 
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woody554

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Jan 20, 2018
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oh I used to love those.

I always loved the stat grinding aspect and solving the small problems. I also loved how the dates usually required you to gather personal details of the girls, which I guess kinda simulated knowing the girl's personality. I even loved the minigames which made the stat grinding meaningful. I guess in essence I loved that they were GAMES rather than stories. everything was problem solving, and solving the problems made it feel like you were getting somewhere.

one scene in one of the games has always stayed with me because it was so out of place and weird. there was somekinda mystical being girl in an otherwise standard highschool dating sim, and you could capture her and lock her in the basement. then you had to take her food and wash her or she slowly rotted and died away. very dark, completely pointless, had no connection to the rest of the game.

but it always stayed with me, and I guess what fascinated me was that there was something utterly immoral and monstrous hidden right beneath the bright happy surface of the town. a secret. I'd like to see stuff like that more, but I've really never seen it after that game. games seem to always either go for the shiny happy bublegum world or all-out corrupt nightmare, but never a mix of them. never a feeling of secrets behind the facade.
 

McFuckyy96

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Aug 7, 2022
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@Meaning Less I'll keep that in mind. Thank you.

@woody554 I believe the game you were referring to was simgirl, I think it was one of the later versions like simgirls 5.5 or later. But yea I specifically remembered that part about the game too. If you didn't take care of the girl in your basement she would get dirty, and there was a bucket of her pee and poop you had to empty, you had to buy supplies, clean and feed her or else she'd die. I always found that part of the game a nuisance lol. I just wanted to progress with the main girls but I had to take care of this pet in my basement. But I do believe in later versions if you kept her well maintained and trained her she'd be a sex slave for you or something, my memory is pretty hazy in that part.

Yea I enjoy the stat grinding too, and how your stats were not just progression gates but mattered for your job and character appeal for certain girls. I do want to make this more of a game than a novel, I was debating whether I should include mini games in it though.
I do think with the premise I have in mind it will create plenty of opportunities for dark moments in the game to happen at the players choice when given the opportunity.
 
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woody554

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Jan 20, 2018
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I always found that part of the game a nuisance lol. I just wanted to progress with the main girls but I had to take care of this pet in my basement.
yeah, it didn't really use the potential of the situation and it should've probably been done in a completely different way. but i liked the idea of hidden darkness. it reminds me a lot about what david lynch has said about secrets, that he likes the idea of them existing but not finding out about them. that they should always remain unexplained to maintain the mystery. it gives layers to reality.
 

Xandyr44

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Dec 4, 2017
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Story. Even dating sims need good stories. When I think dating sim True Love and Casual Romance Club are the ones that come to mind. I cant think of any recent date sim I have enjoyed. No overly boring grinds or gimmicks.
 
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unocrus

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Oct 28, 2018
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I'm really not a fan of anticipating what a character wants to hear and picking that option to raise some kind of arbitrary love stat. It's counterintuitive to choice-based narratives as the incentive to get the right choice means there's an "optimal" way to play.
 
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chainedpanda

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Jun 26, 2017
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In my opinion, it's the same with every game, adult games or not. Make the characters interesting and likable enough that I actually WANT to impress them. This holds even more true for dating sims.
 

McFuckyy96

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Aug 7, 2022
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I'm really not a fan of anticipating what a character wants to hear and picking that option to raise some kind of arbitrary love stat. It's counterintuitive to choice-based narratives as the incentive to get the right choice means there's an "optimal" way to play.
What would you propose be a valid alternative to that?
 

Xandyr44

Newbie
Dec 4, 2017
52
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Hmm the love stat is sorta what makes it a date sim to me. Only other way would be to have other stats like str, int, charm or what not. Those tend to be more grindy though but a good way to break it up is have events every few stat points where you meet a character related to that stat. Without some kind of stat it just turns into a regular VN where you just choose to be in a relationship with a character.
 

unocrus

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Oct 28, 2018
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What would you propose be a valid alternative to that?
I'd say look to games like Deus Ex and Fallout on how they handle an encounter. You could sneak in, fight your way in, or talk your way through. There isn't a dominant strategy, just multiple paths towards achieving the same goal.

Looking at lewd games, I think Our Red String has embraced a similar formula. There are several different stats for the main character as well as a love stat for each non-player character. An early sexual encounter for the male character has him experiencing ED. Given the choices you've made previously you can either take the cerebral route of having him calm down and relax or take a more physical route of charging through with the power of horny. The goal is to get laid and the stats unlock multiple, equally valid routes of achieving this. The same goes for the love stat. Having it high or low unlocks additional dialogue choices rather than being some arbitrary token system where sex is rewarded after gathering some number of love points.
 

F4C430

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Dec 4, 2018
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I played all those old Flash-based dating sims back in the day and it was all about stats and unlocks. I don't remember any of the story at all so i guess story wasn't important. I only remember trying to unlock the next relationship level or dating scene by managing the stats/time. I know some people want story first but i'm the opposite. I want gameplay first and story last. Art can fit in the middle.
 

Lunarius

Member
Dec 30, 2018
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So I've been having some ideas for a while now about a making a dating simulator. My main inspirations are those very old flash dating sims you used to play on Newgrounds back in the day like Simgirl or Love Hina Sim Date and games like that. I have the plot pretty much figured out but I want to know in your own words, if you're a fan of this genre of game, what makes a good dating sim and what things would you like to see in a dating sim type game?
Oh man, blast from the past.

My favourite back then was that Twinkle Revue dating sim by Overdrawn. The one that actually ripped almost all its assets from a Japanese VN by the same name. Dude just wrote a new plot from scratch. And it actually worked - the plot was mildly absurd and cynical, and it had just the right balance between grinding (stats, money) and socializing.

As for what I like to see in dating sims: chainedpanda already covered the most important part - the girls need to be appealing characters. Both looks-wise and personality-wise. If they're just generic moeblobs with flat expressions and no real difference between them other than their outfits and hair colour, I won't be very motivated to pursue them.

Expressiveness and emotion work really well for that. And of course, personality. The girls need to have a recognizable personality in order to be appealing. But there's no hard-and-fast to give a character a believable personality, though. You can set up a decent basis with questions like "what does she look like?", "what are her likes and dislikes?", "what is she doing here in the story/setting right now?", "why is she here/how did she get here?", etcetera, but even then you won't get a good feel of the character until you've written a few drafts or snippets about her.

And, how do the girls feel about eachother and (if appliccable) about any background characters? Throw in a few scenes featuring some of the girls talking to eachother as well, if you can. The story will feel a lot more realistic if the reader realizes that there's more going on this story than 'MC talks to the girl whose scene the reader picked'.

On a side note: adding in one or two recurring but non-romanceable side characters can also go a long way in adding some depth. Especially if one of those characters seems like she'd be romanceable, but isn't. Bonus points if she's got a pseudo-romance route that only leads to disappointment - but I'll admit that I like bittersweet stories and downer endings

And of course, the characters need to hook into the overarching plot in some way. The plot doesn't need to be anything big or mysterious, as long as it ties everything together. For example, the overarching plot at that Twinkle Revue flash game was basically just "MC gets a summer job at a studio", and it worked perfectly.

As for *how* big the overarching plot should be... that's a tough one.

On the one hand, any dating sim becomes a lot more interesting if there's a bit more to it than chatting up the available girls. But OTOH, if you go in too heavy on the story, the dating elements can become disjointed. That's the main flaw of Sakuranomori Dreamers, to name an example. That one has dating sim elements shoehorned in in the first half, while the second half is basically just a postgame romance story + porn featuring the girl you got closest to. It's a big mood whiplash, and it just doesn't feel right with the tense, dark story of the first half of the game.

That's not to say that a story-heavy plot and dating sim elements can't mix, though. Enzai: Falsely Accused does it pretty well (that VN would be one of my top recommendations in general if the plot didn't hinge on gay prison rape), even if the 'dating' aspect in that one is mainly restricted to hitting scripted triggers.

Overall, I'd recommend to stick to a minimal story though. As long as it provides a plausible reason for the MC and the girls to be where they are, it should suffice. I mean, you're planning on making a dating sim, rather than something story-focused. You'll want to keep things manageable, after all.

On a very related note:

(...) but i liked the idea of hidden darkness. it reminds me a lot about what david lynch has said about secrets, that he likes the idea of them existing but not finding out about them. that they should always remain unexplained to maintain the mystery. it gives layers to reality.
I'm echoing this. Little hints and secrets that are never quite explained are another thing that can give the story a lot more depth - even when almost nothing is actually said or shown.

For example, you could have a scene in which you come across two of the girls talking about something bad that happened to one of them in the past. You catch like half a sentence, and then they cheer up and say hi when they notice you. Maybe you half-catch them talking about it once or twice after - but the matter never actually gets explained. Everything else is left up to implication.

I'm really not a fan of anticipating what a character wants to hear and picking that option to raise some kind of arbitrary love stat. It's counterintuitive to choice-based narratives as the incentive to get the right choice means there's an "optimal" way to play.
Echoing this one as well.

I just hate it when irrelevant stuff like picking coffee or tea already affects whether a character will like you. The more recent Dharker games are especially bad about this. You get bombarded with seemingly irrelevant little choices, with no way of knowing beforehand how your love interest will react. Just pure trial and error gameplay with a dozen choices per scene. Ugh.

What would you propose be a valid alternative to that?
There's something from Simgirls and Twinkle Revue that could work really well, if done right.

You make smalltalk with a girl, and sometimes she mentions some serious or important. Like, for example, details about her family life. For example, she drops that she used to love the grey cat that her parents had as a kid, which later on unlocks the ability to get her a stuffed toy grey cat at an event. And then she really appreciates that because it shows that you pay attention to her and that you remember this sort of thing.

The Newgrounds-era flash dating sims usually didn't handle this mechanism well - they'd do stuff like have the girl interrogate you about bullshit minutiae during dates. And then you could actually fuck up and ruin the date by not remembering whether the girl was 173cm or 174cm tall.

But if you handle this well (i.e. don't do too much of it, stick to details that would matter to people IRL, and make it so that important tidbits dropped during smalltalk unlock more serious dialogue options in later conversations) then it could work well as a game mechanic & still feel natural.

..

Then a few more points in general:

Having a map (or at the very least the option to go to different locations on your own) is a must IMHO.

Alongside endings where you get with one of the girls, also throw in a neutral or bittersweet ending where you don't end up with anyone. One of my biggest disappointments with Katawa Shoujo was that there's no loner ending beyond the (in)famous manly picnic bad end. And if you opt for writing in such an ending, it should have a little bit of story to it. Something that explains a few story details that you wouldn't come across in any of the girls' routes.

Too many dating sims and romance visual novels either don't have a loner ending at all, or the loner ending is just a regular bad end or a no-content afterthought. But IMHO a loner ending that actually has some substance - something that actually tells you something about the now-former love interests and what happened to them - hits so much harder. Knowing that you can fail ups the stakes.

(...and were I writing this, I'd also throw in a badass secret end wherein the MC unravels some big secret in the metaplot and has a confrontation with some hidden malefactor - but in which the MC also remains alone. But that's just what I'd do. I gravitate to the more story-heavy stuff anyway)

And lastly: for God's sake, don't make the MC a useless awkward idiot. Especially not for comedy relief. This almost always falls flat, and the results are invariably cringeworthy. Not to mention that wimpy useless protagonists have been done to death in manga and other Japanese media in recent years. And a few too many Western amateur content creators are shitty weebs who are actually trying to emulate this sort of thing.

The protagonist doesn't have to be a genius or Mary Sue - but few things are as grating as a protagonist who frequently says and does stupid shit and then gets called out on it by the other characters. This can be done well (case in point: Rance), but 99% of the time it just falls flat in the cringiest way possible. It just leaves the readers with secondhand embarassment.
 

McFuckyy96

Member
Aug 7, 2022
112
113
Wow I'm grateful for all the ideas and advice guys. I like hearing what people would like to see in these games.
So far in my notes from this thread I've got:

Multiple routes
Make dialogue and choices matter
Less about stats more about impact of choices
Characters have interesting and unique personalities
Characters are likable
Characters have non cliche' trope-y backstories
Characters are expressive
Characters have recognisable personalities
Characters hook into over-arching plot
How characters interact with each other and the dynamic between them
Game consistent with plot and dating stuff
Dark events/moments in game
Varied endings inc loner stuff
Do not make MC awkward or weeby
Do not make MC dumb or rapey


Those are great ideas and tips, but at the same time its sort of a daunting list lol. I will say that the more dynamic and varied the routes are the higher the complexity will be and at a certain point plotholes will start to appear and the logic starts getting kinda wonky so there will be a hard limit on decisions, choices and routes.
Another thing is this game will be more based around the stat system than dialogue to protect my sanity lol. I'm the only one who's working on this project and I'm not doing it for money, but more of a side thing. But I will try my best to get dialogue and choices matter, because they do, I do want to create a impressive and impactful dialogue tree that has real effects on your relationships and events, but as I said, I do not want to make this project super complex or overly complex. My design philosophy tends to lean more on the simpler side.

Though I do want to clarify and give more details on the project too. I'll edit my first post to also include these.

- The game will be 2D hand drawn. I will be the artist. My style is more western than anime.
- It will be a point and click type game like simgirls and yes there will be a map with multiple locations
- I do plan for there to be animations
- The game is towards hetero relationships as the MC is straight but some love interests are bisexual
- There will be 8 love interests each with their own unique personalities
- It is possible to lose favor and trust from love interest depending on your choices
- Plenty of progressable NPC characters who won't be love interests but will still have H scenes/events with them
- Other guys will exist to so MC won't be in a harem sandbox
- There will be multiple antagonists
- There will be multiple endings
- Game will have relationship statuses so it won't be ambiguous
- It will take place in a boarding school like setting but the whole town is still accessible to travel and meet other characters
- All characters will be atleast 18+ or older
- The game will be very story orientated but still have a sandbox feel to progress with whoever you want at your own pace
- Plot revolves around immortality
- Will be made in Unity
- Stats will matter and will effect things like interactions with the characters, MC job, How MC is percieved in the world.
- There will be a bit of a grind since its more of a stats based game
- MC is sorta human
- There will be side stories, side quests and stuff like achievements, bonus games, easter eggs.
- There is no planned update/release schedule since I'll be doing it in my own free time.

That's all I have planned and noted for now, its not final but things can change.
 

Lunarius

Member
Dec 30, 2018
260
591
That's a pretty good setup!

But, make sure that you keep things manageable, though. Eight girls *and* several side characters and antagonists? That's going to be a lot of work. Especially the art! Drawing good sexscenes and animations is seriously time-consuming. It's doable (just look at Our Red String and Taffy Tales), but there's still only so much you can do on your own.

With bigger projects like this, it's easy to lose track of things and get stuck that way. Talking from experience here.

- It will take place in a boarding school like setting but the whole town is still accessible to travel and meet other characters
- All characters will be atleast 18+ or older
- Stats will matter and will effect things like interactions with the characters, MC job, How MC is percieved in the world.
With the 18+ thing in mind, why not set it in a college campus? Could be a modern college, could be an old time-y university. The older British universities used to have very boarding school-like arrangements in the dormitories.

It should work pretty well for what you've got in mind. And if you're going to make them over 18 anyway, you might as well make it convincing.
 

McFuckyy96

Member
Aug 7, 2022
112
113
Yea its a lot of work, but games like these are always hard work anyways. I was originally going to go with 6 girls, but I wanted to add a nerd type character and a whore type character to so that made it 8.
I'm pretty well verse in art and animations, the problem is that I don't really have a lot of time to spend on it because of my day job (Which is also in the animation industry). But I'll do what I can in my free time.
I'm aiming to have atleast 45 minutes worth of playtime with atleast 2 girls fully completed. Which might take around 6-8 months at my current pace.
You're right I could set it at a college campus, I'll just make it very school like with uniforms and all.
 
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MarshmallowCasserole

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Jun 7, 2018
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A couple suggestions if you don't mind...

re: unity
Dialogue history (or even better, rollback) is extremely important and unity doesn't have it by default. Otherwise, I approve engine choice.

re: non cliché trope-y backstories
Remember, tropes are tools. A common trope is nothing to be afraid of, but it does require a bit more effort to implement than a "novel" character backstory. Basically, what I'm saying, if you think you like a tropey backstory and think you can write it well, go for it! Stereotypes exist IRL because some underlying patterns ARE true.

re: characters should be likable
Uh... Are you familiar with the term 'hatefuck'? :whistle: I mean, not to impose, but I have a thing for a certain type of haughty gals that may be not likeable from the first impression or even at all.

re: expressiveness
Yes please, and that means expressive portraits. Also bigger portraits.

re: sandbox, stats, grind, school setting.
There's one problem endemic to the sandbox sub-genre and even non-porn strategy genre. The inverted difficulty curve. In overwhelming majority of games the start the most difficult part of the game. I get why it's happening (basically: because good decisions snowball), but it is still wrong in my opinion. Since you have a school setting you can actually make some timed grind requirements to regulate your difficulty curve. More homework as the school year goes on. Good grades require ever increasing amount of effort and so on. Finals are approaching, even more study, etc. Also I really really like when stats have different ways to improve, each with upsides and downsides. That's basically the main thing separating strategy from dumb --and therefore annoying-- grind. Balanced choice.

And finally, it's really not important, but a pet peeve of mine in freeroam games is when NPCs (especially secondary ones) have the same dialogue no matter how many times you approach them. That makes them walking sign posts.