- May 2, 2018
- 721
- 2,471
Sexually, I largely agree with Darth's early post on non-consensual. I'm also not into the NTR/cuckolding stuff much either. As a general rule, I want the character having sex to enjoy it. If it's painful (in an unpleasant way) for a character, I tend to empathize with them and it makes it less enjoyable. Again, as Darth said, it's really about how you handle these situations that can make it more palatable.
Mechanically, fucking grindy game padding nonsense. If you make me do the same activity over and over again watching the same scenes or playing little mini games, I'm done. There better be a way for me to cheat past whatever the fuck it is, because I don't have the patience. I understand that some games you "earn" the erotic parts, but make it interesting for the player. I don't mind a routine as long as I'm not seeing the same scene over and over again. You can tell if you are trying to figure something out and look at a walkthrough that says "after you do this 15 times..." 15 times?! of the same fucking thing? Fuck off! Anna is a good example of routine done right. She goes to the same jobs several days in a row, but every time there is a new situation.
Also, non-intuitive game design. I think some other people have touched on this. I shouldn't HAVE to look up a walkthrough to get through your game. Now different people will have different levels of tolerance for what old point-n-click games used to call "moon logic," but mine is pretty low. An example of this is Holiday Island. I tried just playing through it at my own pace before breaking down and looking at some guides. So in that game, if you aren't aware, you have an assortment of ladies on this improbable island of babes. So here's the thing, events in that game involve several variables: the specific woman, one of her clothing sets, time of day, and some times the presence or lack of other characters. It's like a weird erotic slot machine except you have no idea which combinations you want. An example is that you can take a walk on the beach with most characters. And you just walk and oggle them then go back. But a couple of the characters will have a special scene if wearing the right outfit, etc. So if you didn't have a guide, you are stuck taking fairly ho-hum walks on the beach with 9+ girls hoping one of them shows you her tits.
Beyond that, I want each of my options to be fairly clear what the result will be. That makes it a choice and not just a guess. To that end, I prefer visible stats to invisible ones. If I can make a choice and see aha, my relationship just improved, I'm on the right track! Not everyone likes this level of hand holding, but I would love it if most games had an easy mode option where things were just laid out like this. Now you can avoid spelling it out if the options are clear enough on their own. Or if the other character reacts immediately to indicate the outcome. I really like the games with the undo button. Where you can go, oh shit, that didn't work out, undo!
Mechanically, fucking grindy game padding nonsense. If you make me do the same activity over and over again watching the same scenes or playing little mini games, I'm done. There better be a way for me to cheat past whatever the fuck it is, because I don't have the patience. I understand that some games you "earn" the erotic parts, but make it interesting for the player. I don't mind a routine as long as I'm not seeing the same scene over and over again. You can tell if you are trying to figure something out and look at a walkthrough that says "after you do this 15 times..." 15 times?! of the same fucking thing? Fuck off! Anna is a good example of routine done right. She goes to the same jobs several days in a row, but every time there is a new situation.
Also, non-intuitive game design. I think some other people have touched on this. I shouldn't HAVE to look up a walkthrough to get through your game. Now different people will have different levels of tolerance for what old point-n-click games used to call "moon logic," but mine is pretty low. An example of this is Holiday Island. I tried just playing through it at my own pace before breaking down and looking at some guides. So in that game, if you aren't aware, you have an assortment of ladies on this improbable island of babes. So here's the thing, events in that game involve several variables: the specific woman, one of her clothing sets, time of day, and some times the presence or lack of other characters. It's like a weird erotic slot machine except you have no idea which combinations you want. An example is that you can take a walk on the beach with most characters. And you just walk and oggle them then go back. But a couple of the characters will have a special scene if wearing the right outfit, etc. So if you didn't have a guide, you are stuck taking fairly ho-hum walks on the beach with 9+ girls hoping one of them shows you her tits.
Beyond that, I want each of my options to be fairly clear what the result will be. That makes it a choice and not just a guess. To that end, I prefer visible stats to invisible ones. If I can make a choice and see aha, my relationship just improved, I'm on the right track! Not everyone likes this level of hand holding, but I would love it if most games had an easy mode option where things were just laid out like this. Now you can avoid spelling it out if the options are clear enough on their own. Or if the other character reacts immediately to indicate the outcome. I really like the games with the undo button. Where you can go, oh shit, that didn't work out, undo!