stuntcock42
Demon Girl Master
- Joined
- Jul 4, 2011
- Messages
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Re: Renfield
Do you see where I'm stumbling with this whole concept? Mid-battle sex scenes don't really add anything. Sense of danger is already provided by the end-battle loss/GOR scenario (especially since a clever writer can foreshadow this danger rather than relying on the player to quicksave/quickload). An opponent can be established as dominant through dialog, appearance, and attack patterns - they don't need to actually rape someone on-screen in order to be taken seriously. The player's choice to submit (e.g. slut playstyle) can be accommodated through in-battle sexy attacks, the ability to go into battle half-naked, the ability to simply act passively in-combat, and inclusion of appropriate end-of-battle scenarios. Fanservice and sexual content in general can be delivered with richer context and neater storyline integration, via post-battle or non-battle scenes. The only core aesthetic that it serves is exploration ("travel the world; meet new people; let them fuck you!") but a sandbox game can generally satisfy the player's thirst for exploration with its standard content (hidden treasures, remote villages, haunted ruins, mysterious wanderers, etc).
Mid-battle sexual intercourse just feels kinda... "goofy?" It's a feature that arises from a particular game mechanic (JRPG turn-based battles) rather than any sort of narrative purpose or character motive. It definitely strains the audience's suspension of disbelief: "I'm too weak to stop this guy from raping me, but five seconds from now I'm going to pick up a giant sword and slice him in half. Also, I'm currently naked but five seconds from now I'll somehow have re-donned a 20kg suit of armor. Also I can conjure fire with my brain yet I'm not doing so for some reason."
Worse still, it threatens to dilute the emotional impact of sex for the player and the player character, and to undermine sex-related choices made by characters in the story. Consider the Dark Lord defeat that I mentioned above - in one of the outcomes, he shows total contempt for the player character ("you're not even worth raping; maybe my soldiers will find your misshapen form amusing.") This storyline falls apart completely if he tries to say that line after he spent the preceding five minutes wrestling with the player character (rather than just striking her down) and personally fucking her.
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Note: I'm not adamantly opposed to the whole idea. If the game is successful then it will eventually be possible to quickly stitch together a battle-rape mod (which can handle 1-on-1 fights involving heterosexual human pairs) by recycling a lot of existing animations and UI scripts. I'd be willing to help write the code. But I would see this as a "fun" extra rather than a core feature/focus of the game.
What's the intent here? Is it just a matter of "ROR gameplay is good and therefore including it in this game would probably make the game better"? I'm honestly curious, because it doesn't work towards any design goals that I can think of:... have the fight continues if both sides are still combat capable afterward, but perhaps a penalty on the one who got fucked.
Can also go with a X count system where if someone has been fucked X number of times in a fight it is consider lost.
- mid-battle "sexually themed" attack (e.g. fighting with a whip rather than a sword; pelvic thrusting at the enemy; self-grope to taunt nearby foes)
- Can serve the narrative purpose of world-building (by suggesting that this is a nation, city, race, faction, etc... which considers sexually taunting an enemy to be "normal").
- Can contribute to characterization. If the behaviour is clearly rare/unusual, then it suggests that the opponent is especially predatory (or dominant, violent, etc) - and it allows the author to convey this idea with a minimum of dialog (which the player will tend to ignore anyways because they're busy fighting).
- In the player's hands, it works towards role-playing - allowing the player to vicariously play the role of a predator (or tease, exhibitionist, etc).
- Allows for additional gameplay depth and puzzle scenarios. Some bosses might be resistant to physical attacks but can be provoked into dropping their guard.
- post-battle sex
- Huge opportunity for characterization. Let's consider a "defeat the Dark Lord" questline which culminates in a 1-on-1 showdown. Assume that the player character is female and that she loses the fight.
- The Dark Lord lusts after the player character. He takes her back to his pavilion and you get a 1-on-1 scene which might include some bondage but no deliberate violence. Afterwards - he tries to convince the player to stay as his queen (bad end scenario). If refused: "if I can't have you then no one will!" He attacks.
- Even in his "victory" scenario, we can portray the Dark Lord as a vulnerable person. This version of him might even be more pathetic than a player-victory scenario in which he gets femdommed and pegged.
- The Dark Lord wants to turn the player character to his side. He performs an evil ritual and suddenly the PC is facing the business end of a tentacle demon.
- The Dark Lord is a loyal servant of a greater cause, who is not interested in personal gratification.
- The Dark Lord isn't interested in the player character; he just wants to humiliate anyone who had the gall to resist him. Player character gets raped by a random soldier and then tossed out into the mud.
- The Dark Lord uses sex as a means rather than an end.
- The Dark Lord sees the player character as a threat. He wants to finish them off; the player can try to persuade him to let them serve as his Lieutenant and sex slave instead (with a magic slave collar to enforce obedience - new quest chain opens up, etc).
- The Dark Lord is cautious in victory - maybe he has had disloyal slaves in the past? Or perhaps he himself overthrew his own master and fears a similar fate?
- The Dark Lord lusts after the player character. He takes her back to his pavilion and you get a 1-on-1 scene which might include some bondage but no deliberate violence. Afterwards - he tries to convince the player to stay as his queen (bad end scenario). If refused: "if I can't have you then no one will!" He attacks.
- Opportunity for roleplaying and impactful choice.
- Imagine a Perseus-Andromeda quest. There's the straightforward option (rescue damsel, slay monster, waifu acquired), the douchebag option (rescue damsel, run away, monster destroys village, you don't care because you're too busy banging the damsel), the slutty-heroic option (rescue damsel, offer yourself as a sexual tribute to monster, village offers gratitude but politely asks you to leave because you reek of pelagic musk), and the lazy asshole option (watch damsel get raped by monster, eat popcorn).
- In terms of narrative these paths are almost identical - the damsel isn't a major quest-giver, the town elder either gives you a modest reward or doesn't, and the monster's scenario has been resolved so it disappears from the game-world. The player's one-and-only interaction with the monster changes very little about the world, yet it can make a huge impact on how the player thinks of their character, and it determines the fate of a minor NPC with whom the player might have a subsequent relationship.
- "Am I the kind of person who would heroically rush in to save the damsel? Alternatively, am I the kind of guy who would pretend to be a hero long enough to snog the damsel, then abandon her at the next inn?"
- The sexual possibilities add a note of danger or emphasis to the player's choice, even if the player opts for a non-sexual resolution.
- Internal conflict. Let's imagine that completing quests for certain NPCs (or using certain artifacts, etc) pushes the player towards a "corruption" path (and/or gives them allegiance points with a corrupt faction - the mechanics aren't important).
- Once the player character reaches a threshold, they're invited to an evil meeting and a demon is summoned.
- This is a "supposed to lose" fight - if the player attacks the demon then the evil cult will acknowledge the player's resistance but won't interfere ("The might demon Kragzunax delights in the pitiful resistance of the lambs! Your flesh was born in a bed of pain and blood, and a second ordeal is needed to bring forth your true existence!").
- Sorry; I'm not in a creative mood at the moment and I can't convey this very well. The idea is that the preceding quests, expository quests, etc... have established that all of the cult members went through the same initiation. But the details are never described to the player. When the demon appears, they don't know whether this is actually the standard initiation into the cult, or whether the player is about to be sacrificed into a bad-end screen.
- The demon defeats the player, post-battle sex scene is shown, then the demon merges with the player. Cue an appearance transformation (glowy red eyes?), you're locked out of the several major questlines, the cult leader offers you some new quests, and you get to hear creepy demonic whispers from your new soul-buddy.
- The sex scene serves as a point of emotional focus for the player, underscoring the seriousness of the choice they've made. Consider the
You must be registered to see the links- we're aiming for a similar effect, but we have an advantage because human beings naturally think of "sex" as being more momentous than "drinking a suspicious liquid from an oversized cup."
- Again, we have an opportunity for roleplaying - even if a player wants to pursue the dark path, they might put up a fight simply because it feels correct for their character to do so.
- A player running this questline for the first time might conceivably try to run away or fight for their life, because the scenario pits the player's desire for power against their fear of death and fear of sexual domination.
- The sex scene serves as a point of emotional focus for the player, underscoring the seriousness of the choice they've made. Consider the
- Of course, it should also be possible for a well-prepared character to kick the demon's ass, and then slaughter the evil cult. Maybe even a whole "double agent" subquest which requires you to infiltrate cult HQ and steal some secret tomes so that [[Priestess Whatever]] of the [[Placeholder Temple]] can craft a protective amulet, which protects against the demon's attacks.
- Huge opportunity for characterization. Let's consider a "defeat the Dark Lord" questline which culminates in a 1-on-1 showdown. Assume that the player character is female and that she loses the fight.
- non-combat sex with NPCs (enslaved witches, hired prostitutes, etc)
- provides titillation; serves as a straightforward gameplay reward
- the emphasis is on context rather than content. Renfield will probably never have voice-acting; the graphics can't compete with Skyrim (nevermind the
You must be registered to see the links). You won't be able to make a perfect fairy-princess avatar with 26 separate sliders to fine-tune each cheekbone and bump-mapped pubic hair. What it can hope to deliver is sex scenes which recognize and acknowledge the player's accomplishments within the world.
- I spent ten hours leveling up, two hours fighting through a dungeon, dodged five minutes of bullet-hell bossfight, captured this witch, chained her up in my basement, then followed a meticulously training path so that I could get her to take anal while wearing a maid's outfit. I don't care that her hairdo is clipping through her body; my journey is complete.
- I carefully snuck through the Royal Castle, knocked out each of the guards, hid the bodies in broom closets, and infiltrated the Royal Bedchamber. I cast Greater Illusion on myself, pass a Persuasion check ("Yes Dear, I returned early from my hunting expedition because I could not stand to be apart from you for another instant!"), slip into bed, and now I'm nailing the Queen. Yeah, she looks pretty much the same as any other female NPC and it's just the standard missionary-position animation that I've seen a dozen times, but who cares? My NTR score is over 9000.
Do you see where I'm stumbling with this whole concept? Mid-battle sex scenes don't really add anything. Sense of danger is already provided by the end-battle loss/GOR scenario (especially since a clever writer can foreshadow this danger rather than relying on the player to quicksave/quickload). An opponent can be established as dominant through dialog, appearance, and attack patterns - they don't need to actually rape someone on-screen in order to be taken seriously. The player's choice to submit (e.g. slut playstyle) can be accommodated through in-battle sexy attacks, the ability to go into battle half-naked, the ability to simply act passively in-combat, and inclusion of appropriate end-of-battle scenarios. Fanservice and sexual content in general can be delivered with richer context and neater storyline integration, via post-battle or non-battle scenes. The only core aesthetic that it serves is exploration ("travel the world; meet new people; let them fuck you!") but a sandbox game can generally satisfy the player's thirst for exploration with its standard content (hidden treasures, remote villages, haunted ruins, mysterious wanderers, etc).
Mid-battle sexual intercourse just feels kinda... "goofy?" It's a feature that arises from a particular game mechanic (JRPG turn-based battles) rather than any sort of narrative purpose or character motive. It definitely strains the audience's suspension of disbelief: "I'm too weak to stop this guy from raping me, but five seconds from now I'm going to pick up a giant sword and slice him in half. Also, I'm currently naked but five seconds from now I'll somehow have re-donned a 20kg suit of armor. Also I can conjure fire with my brain yet I'm not doing so for some reason."
Worse still, it threatens to dilute the emotional impact of sex for the player and the player character, and to undermine sex-related choices made by characters in the story. Consider the Dark Lord defeat that I mentioned above - in one of the outcomes, he shows total contempt for the player character ("you're not even worth raping; maybe my soldiers will find your misshapen form amusing.") This storyline falls apart completely if he tries to say that line after he spent the preceding five minutes wrestling with the player character (rather than just striking her down) and personally fucking her.
--------------------------
Note: I'm not adamantly opposed to the whole idea. If the game is successful then it will eventually be possible to quickly stitch together a battle-rape mod (which can handle 1-on-1 fights involving heterosexual human pairs) by recycling a lot of existing animations and UI scripts. I'd be willing to help write the code. But I would see this as a "fun" extra rather than a core feature/focus of the game.