Woodlelewd
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I think and hope this is in the right place, but feel free to dump this in Shitposting or Trash Can if it's unwanted here.
So... I am a game designer, and I am also a hentai game enthusiast. And I... Have noticed a trend, of sorts. I'm going to talk about it, and then I'm going to talk about how I might go about fixing it were I to try. So I won't mince words. Or rather, I will mince a metric butt-ton of them and dump them in this thread, for you to suffer through. The point that I get to the point is in bold below at some point, you'll be skipping the part where I discuss the problems I have with existing games for context, you're welcome.
Female Protagonist. Narrative: She's trying to not get sexed and also do a thing, and there are things that want to sex her. Cool, okay. Let's ignore the ludonarrative dissonance that comes with a horny gaming individual controlling a narratively prudish avatar. So what does this game have to offer?
Game: Literally lose on purpose, or enjoy the sparse amount of sexual/erotic scenes on the """virgin path"""
Yes, I know what you're thinking. No, I said we're not going to talk about the ludonarative dissonance inherent to the premise, and we're not. Not right now. People still play these games, obviously, and I can respect the fact that there *is* a sexual fantasy here, somewhere. Honestly, a really hot one. But... The GAMEPLAY. Does not suit the PREMISE. And it also doesn't suit the CORE FANTASY. Let me explain.
The core fantasy here is the struggling woman, attempting to resist the sexual advances of aggressors. And there's this moment, that often show up in the game over scenes - The aggressors start having their way with the woman, gaining more and more control over her, and there are a few key moments where, if she had more willpower, more strength, or *something* still left in her to resist, maybe she could push through and escape...
And stop right there. THAT'S IT. THAT'S the moment. And... It's not even gameplay. What the hell is it doing in the game over scenes? Why??? Why don't you bring me to this point through gameplay? Why do you not let me *experience* this *viscerally*? WHY IS THIS EVEN A GAME IF THE CORE FANTASY IS ENTIRELY NARRATIVE AND HAS NO MECHANICS. Ugh...
Okay, yes, I know. There's financial reasons most games don't try this, and there are games that try this thing, and some that do it well. I mean, I can point to Swordswoman Asagi, Jumble Jokers, and that one game, with the monster hunter girls... That at least sort of wander in the general direction of doing something interesting here. Heck, Dark Alley Elf, by the DeathBlight people, did pretty well with this. I enjoyed those experiences quite a lot. But I do sort of feel like a lot of them don't quite hit the mark for me - I'm going to go over why, and present an idea of mine.
See, my main issue here is that a lot of these games might have stuff like combat rape, clothing damage, stuff that feeds in to the core fantasy, but a lot of them also have these points of frustration, right? You get raped, and - Oh! Game over for you. Bad gamer, trying to indulge in the core fantasy. Yes, sometimes the game-overs are the point, but, um... Can't I just keep playing, after that? Do we need all this nonsense of me having to *go back to my previous save*, or *retry the mission*?
And so many of them have these annoying ass positive feedback loops, where the more you get sexed, the... More you get sexed. My dude, I get sick of it after a while. Please, for the love of god, have the goddamn men get tired after a while. Does it really cut into the fantasy that much to have some restraint here? It would be SO. MUCH. MORE INTERESTING. To at least have the guys have their fun over one, two, maybe three rounds of sex if you really want to go crazy... And then just leave, and let you get up. By that point, the player is well and truly fucked, pun entirely intended. We can talk about throwing in some interesting loss mechanics - They're complicated, they're expensive, they're not necessary. They would be cool, but let's get back to the point.
I haven't seen a game that's really dedicated to that core fantasy - The woman resisting the man, struggling, and either eventually giving up, or getting away. It doesn't need to be entirely about this, but a robust 'resistance' system could be so interesting. and I do think it could very nearly make a game by itself. So, I think I've ragged on enough - Here's how I fix it.
The point, if you want to just get to it.
So - You've got a combat system with clothing damage. *Actual* clothing damage, not tied to health. Step one. We've seen this done well before, it can be done well again. I have some ideas to spice this part up in line with the premise I'm about to outline, table it for now. Next, what happens when we get an H attack on our heroine? This is where things get interesting.
We cut into a cutscene - An interactive cutscene, mind you. This isn't a game over, but we are currently not worrying about the combat, we have bigger priorities. So what's the goal? Well, the aggressor is going to try and progress the cutscene from foreplay and stripping to sex, and then orgasm. And we're going to try and stop it. The key here is that we're doing this *by watching the sex scene*. Let the player indulge themselves a bit! That's the goddamn point. So many games whiff on this - Anyway. You watch the scene, and try to intuit, from what the aggressor is doing, a moment where their grip on you, literal or otherwise, is weak. You have to be fast and attentive, it may be obvious and well telegraphed, but this is a lever to scale difficulty, too. Sometimes the moment you should act, and how you should act when it comes time, will be obfuscated, or only very brief. But there does need to be a core of logic that the player can pick up on, and some variation so that they can't get too comfortable. If they fail, the scene progresses; if they succeed, the scene ends and they return to combat, with minor to major debuffs, 'damage', etcetera, based on when they managed to break free. If they fail to the point of the scene coming to an end, you could have all sorts of things happen - Other games would put a game over here. Sure. Or you could have the player lose the fight, but continue the game. Maybe even continue the fight - Again, probably with severe debuffs or damage.
The actual action that happens in "the moment of truth" doesn't need to be super complicated, and I'd frankly recommend against complicating it too much - But I think we can also do a bit better than button mashing. Obviously, if the player presses a button at the wrong time, that would cut into some kind of stamina meter, maybe add to their lust meter, among other things. You could play with the consequences of that for some interesting characterization on the part of the aggressors. On easy enemies, maybe button mashing still works to a certain degree, even. As for the actual action to take in the moment, I might suggest something like this: Two/three buttons representing different parts of the body being used to resist the aggressor - Say, arms, legs, head - And if you press the right button at the right time, you open up a brief opportunity to do "charge attacks" with said body parts, or maybe even different ones. You could imagine a more difficult encounter involving the girl yanking her head off the guy's cock, and throwing a couple haymakers to actually get away, or kicking him with her feet, and kicking again to get away. Again, easier encounters could be simpler, here. And the challenge here is in interpreting when and where the aggressor's 'grip' on you has weakened, and what opportunity that opens up. This is why it's important, if you use multiple buttons, to have them map to some kind of logic - "Oh, I headbutt this dude now, because that's the opportunity I have". You could even have multiple correct choices for easier enemies, especially tied to upgrades.
And, tie this in to the other mechanics! Please! Have the scene progressing do chunks of clothing damage - The aggressor ripping off the girl's panties to get at her pussy was the moment the player ended on, so they're vulnerable now. Maybe the character's lust meter went up from all the sexin, maybe certain aggressors don't like dey bishes feisty and give up after the woman defends themselves with particular skill. Maybe stunning one aggressor prevents them from joining at a ripe gangbang opportunity, giving you an easier time resisting the other bastard (or more time to enjoy yourself ;p).
And look... Yes. I know the realities of game design. "This sounds expensive," you whinge. "It would need so much art," you wheedle.
Look... Look. The point of hentai games, to me, is the art (and the mechanics tied to that art, obvs). *shrugs* That. Being. Said. Hold up for a moment, because this doesn't need to break the bank. Ready?
All you really need to make this idea work is this: Two frames of animation for each phase in a sex scene. Yes, I know that's not nearly as exciting, but this is minimum, to control scope. You can expand from here. Anyway. Two frames of animation per phase, one frame for a 'moment' and one for 'false moments' (variations in the animation to spice things up and potentially goad the player into acting early). You only need one of each for any given phase, some phases don't even need false moments. Two phases per sex scene, you could get away with that few if you were smart about it, I think. Maybe even one, heck, you don't necessarily NEED phase transitions. But one or two frames for each transition if you do have them. And two sex scenes per enemy type would be just enough to keep things fresh for a bit. Two or three enemy types, you have a very interesting game already, if you're smart about it. That adds up to... Bare mimimum of five unique frames would be just enough for a sex scene, times two sex scenes is 10-11 frames, let's be generous and estimate a minimum of 33 frames of animation for a short, unique, and at LEAST very passable game. Yes, I know, this is just on the one mechanic - But how much else would you really need to make this a thing? If this is the focus, you could practically make THAT your CG count, to a certain degree. 33 CGs. That's totally doable, guys, come on.
Okay, that's my pitch to the developers out there. Now for my pitch to the players.
This idea has so much potential. You could easily have an amazing-looking game with three, maybe four good frames of animation for each phase. This idea does NOT need much to shine. I imagine this with a system that randomly picks from "moments" and "false moments" to break up the normal animation and make things vary just enough to keep it interesting and keep you on your toes, and those "false moments" can be all kinds of hot things - A quick slap on the ass, yank on the hair, push the lady down, grope her boob, go a little harder, and so on. But you could just as easily make a few more sex scenes and have the variations be static, and still have a low CG count. And this is super expandable - More moments means more on the gameplay side, more false moments means more on the sex side, and you could have this apply to all KINDS of different enemies. You could have a couple default sex scenes, have the aggressors skip ahead in the scenes if the heroine is already horny, or already naked, or both, which makes things hotter - And then you can have special sex scenes, like a gangbang with multiple enemies available to do the sexing, various statuses and clothing buffs affecting the scenes and coming from the scenes to affect the combat, and so on and so on.
So... Yeah. I finally ran out of steam. That's my idea. Rip me a new one if you think I'm obsessed, weird, long winded, wrong, or what have you. If I'm missing out on some great games - And I will say I probably am - Point me towards them. I may have played them already, but also like... If I didn't name it already I don't mind hearing about it again. Never hurts.
Bleh. Going to bed now. See you below.