- Apr 23, 2017
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Hey folks ! I keep bumping into this tension in adult games: a flood of titles that center on losing your partner (NTR), but almost none that fully lean into stealing someone else's (Netori) as the main hook. I want to float a hypothesis + examples, and hear your pushback (or confirmations).
Hypothesis
1. Emotional immediacy & narrative ease
When you want shock, betrayal, anguish NTR gives you all that quickly. You don’t need much world-building, the conflict is clear.
Example: Many visual novels or eroge where the heroine is “seduced away” by a rival, and the rest of the story is about your pain, trying to win her back, or watching her succumb.
(Think: a route in which your partner becomes unwilling or you witness her being “taken” that’s standard NTR material.)
2. Market / branding effect
Because NTR is already a recognized tag, it’s easier to sell: buyer knows what emotional ride they’re signing up for.
Counter-example / partial netori: The indie game NeToRi Phone uses “netori” in its name and concept. It’s rare to see that tag front-and-center.
3. Moral friction and ambiguity
Netori demands that the player accept being “the taker” a morally riskier position. Some players may balk at that role (guilt, cognitive dissonance).
Thus, many games that do flirt with netori present it only as a sub-route or optional path, so you can “opt in” a buffer.
4. Netori hidden in plain sight
Some stories don’t label “netori,” but structurally use it. For instance:
Romance arcs where the MC courts someone who’s already engaged or in a relationship, slowly undermining the existing bond.
“Rescue” / “redemption” seduction: she’s trapped in bad marriage or neglected, MC shows attention, and you “win” her over.
These are netori in effect, but often framed as romance or character growth, not “stealing.”
Suggested questions + invites to discussion
What games have you played where netori is the main selling point (not just a side route)?
Which feels more intense to you the journey of losing someone, or the tension of gradually taking someone?
Do netori-leaning stories ever “flip” and feel more palatable if framed as “saving” rather than “stealing”?
Would a netori game gain traction if it used different marketing framing (emphasis on seduction, character arcs) instead of “cheating”?
Hypothesis
1. Emotional immediacy & narrative ease
When you want shock, betrayal, anguish NTR gives you all that quickly. You don’t need much world-building, the conflict is clear.
Example: Many visual novels or eroge where the heroine is “seduced away” by a rival, and the rest of the story is about your pain, trying to win her back, or watching her succumb.
(Think: a route in which your partner becomes unwilling or you witness her being “taken” that’s standard NTR material.)
2. Market / branding effect
Because NTR is already a recognized tag, it’s easier to sell: buyer knows what emotional ride they’re signing up for.
Counter-example / partial netori: The indie game NeToRi Phone uses “netori” in its name and concept. It’s rare to see that tag front-and-center.
3. Moral friction and ambiguity
Netori demands that the player accept being “the taker” a morally riskier position. Some players may balk at that role (guilt, cognitive dissonance).
Thus, many games that do flirt with netori present it only as a sub-route or optional path, so you can “opt in” a buffer.
4. Netori hidden in plain sight
Some stories don’t label “netori,” but structurally use it. For instance:
Romance arcs where the MC courts someone who’s already engaged or in a relationship, slowly undermining the existing bond.
“Rescue” / “redemption” seduction: she’s trapped in bad marriage or neglected, MC shows attention, and you “win” her over.
These are netori in effect, but often framed as romance or character growth, not “stealing.”
Suggested questions + invites to discussion
What games have you played where netori is the main selling point (not just a side route)?
Which feels more intense to you the journey of losing someone, or the tension of gradually taking someone?
Do netori-leaning stories ever “flip” and feel more palatable if framed as “saving” rather than “stealing”?
Would a netori game gain traction if it used different marketing framing (emphasis on seduction, character arcs) instead of “cheating”?