While I understand your position the reasoning behind it is from a game mechanics perspective. In any non-sex game getting defeated in battle is a fail state you want to avoid.
In a game where sex animations is one of your goals the overall objectives of the game gets distorted if you are consistently rewarded for loosing. Why ever fight and get stronger if your goal is always to loose?
The patch notes you quoted are from 0.4. In 0.5 there is a defeat point system where instead you have a resource you can allocate for defeat and the resource increases with level, allowing for a greater freedom to chose how and to whom you get defeated.
But in short, it was added to incentivise progress rather than just bum-rushing every enemy, get defeated and then put the game down. Unless progression leads to rewards there is no point to progression.
If all you want is the sex animations there are lot's of sex-sim games out there without gameplay. What I'm trying to make differently is to make the gameplay matter and the players choice to have consequences.
There will also be alternative ways to get the animations. By defeating enemies you collect resources to unlock the ability to craft and build passive NPC's that allow for unlimited access to sex animations. However that is not in the game yet. I do believe that will balance it out somewhat. Making being defeated more meaningful than just a way to get to the animations.
But it is a hard problem from an incentive and game mechanic perspective and not something really explored in depth in other games. I'm always open to suggestions on improving it
I have a rape fantasy. Defeat isn't a "reward" for me. I don't groan about games with game-over scenes as making me "have to lose to get to the good stuff."
I have a rape fantasy. Which means I don't
want to lose. When I say I don't want balance, I mean I don't want "Well, we need to put you on this linear path and so that you're always on equal footing when it comes to any encounter." What I
do want is a chance. A chance to win. A chance to be defeated. A chance to not end up falling into danger and devastation. A chance to make a mistake that causes my character grief and torment. What's hot about games with game over scenes isn't just the scenes themselves: it's the fact that they exist at all.
I don't want to "greater freedom to chose how and to whom you get defeated."
I have a rape fantasy. I want there to be a world in which I can fight, struggle, and do my best to survive, and that is
balanced in a manner so that if I overstep my limits, if I make too many mistakes, then I will fail to do so,
even though I was trying not to.
Because I have a rape fantasy.
If you want to make a game for people that "rewards" them with sex, then make a game that rewards them with sex. But I don't want to be rewarded with sex scenes. I want to avoid them. I want to do my best to never see them. The reason why I might end up just throwing myself at a monster is not because I just want to get to the sex scenes. It's always because
I just get bored of the rest of the game. Because I realize the actual gameplay loop isn't fun. Or because I realize that if I keep playing to avoid, then I'll
never see any of the scenes, not because of me just managing to get by... but because no thought has been put into the
balance of things to where things are actually a risk at all. (Please note, however, that this list of reasons is not intended to be direct accusations against this game, but towards games in general.)
If you want to make a game for people that "rewards" them with sex, then make a game that rewards them with sex. But if you want to make a game that's about being violated against one's will, then for the love of all that's unholy make it so that the violation
occurs against one's will. Because you're right. If I just want to see animations, I can go somewhere else. What games have the power to give is
context. What games have the power to give is for a player to build their own narrative, to experience their own story. The goal isn't to lose. The goal is to have context. The goal is to experience a world where there is a chance of that sort of defeat. That's what's exciting.
So make a game for that. Make a game that's intense, that's exciting, that's dangerous. Make a game to where
even if I'm doing my best, I could still lose. But to where if I get lucky enough,
I could win.
The problem with a lot of games (beyond the fact that 90+% of them go the route of "A dick got within 5 feet of your virginal, pure character, so you now crave cock, identify as a cum slut, and prefer a diet of nothing but ejaculate") is that they only make a token effort towards any sort of resistance, and make it static and uninteresting. Like, for example,
Bioasshard Arena. It has a struggle system. But it's the exact same, every time. If you can do the left-right-left-right pattern once, you can do it every time. So it becomes boring, because sure, you can get surprised and grabbed... and that's hot as hell. But once you're grabbed... well. Left-right-left-right and boom, escape, every time... until you just get tired.
If you want an example of a
good system, look at the games that actually overlay multiple levels of things that a player has to monitor. Such as
Captivity. In that game, you have a combination of both short term and long term mechanics that effect your ability to struggle. As such, what was once easy can become more and more difficult later if you don't manage thing correctly. This makes for an exciting narrative of progression, and slowly becoming more and more vulnerable, until eventually you reach a point where, if you don't play well enough, you
can't resist, and are violated.
That's what's hot. Playing a game earnestly, to win, and then losing any way due to the mechanics of the game being structured in a way that force me into situations of danger and defeat.
You're making a survival game. So force me to need to go out. Force me to worry about multiple things. Force me to potentially make mistakes, with the things that I'm juggling. But to do all of that, all of those elements also need to be
fun. They need to be engaging. They need to be something that I won't just go "oh my fucking god I'm tired of fucking looking for this fucking grass that is the right fucking model holy shit I just don't care any more" to. Captivity was fun even when I was winning. It was a 2D horde defense game, and the enemies were varied in their movements and abilities, the guns were fun, and the gameplay was fun. So I didn't
care if I was winning, because I was still having fun.
Make the game fun to play. Make a system that forces characters to make mistakes. I don't want to be given sex as a reward. I don't want to be given the "freedom to choose" who rapes my character.
I have a rape fantasy.
P.S., I don't give a shit about being able to see other characters in animations. Like you said, if I just wanted to see animations, I can go elsewhere.
But I have a rape fantasy. I want to play a game. I want to experience a story with my character. I want to be in that world. I don't want to "unlock" a "reward" of being able to see the sex animations. I want the game to hover that danger over me, and to provide me with an experience that compels me to
play the damn game. Let me progress to things that help me manage certain worries, that give me more tools to survive - that also come with their own new things to manage, new things to worry about, that keep pressing me into danger. Don't give me NPCs that I can watch having sex whenever I want.