I love the works that I'm seeing on Patreon regarding english games. However, I wish to write some thoughts and use games like Kingdom of Deception to describe what I think would take corruption games to the next level of realism and enjoyment.
What I believe that more creators should do is write with a more invested mindset into the characters you're creating. In the face of terror and new realms of depravity, how your characters act should be natural: just like how you would act if you were in their position.
Take KoD by the wonderful Sierra Lee and Nomo. Sabia is a general. Even more, she is a woman general who has worked her way up the ranks with her skills, charisma, intellect, and strength. She's family with powerful politicians in her kingdom, a great and independent woman. So why does she fall so easily to jerking off lowly orcs for 8 gold coins?
What I'm trying to say, is breaking such a strong mind cannot be so simple. It should not be so fast. It should adapt a more Akubar style approach where the willingness is elastic. Where if you push too far, the girl will snap. You have to play your cards just right for them to bend further into depravity.
Let's take the beginning scene of KoD to when she starts working at the pleasure tents to show what I mean. When the great Sabia is surrounded by orcs, she does not beg (which I totally love thank you for writing that option and her refusal). But when she's on the ground, at the mercy of lowly orcs, she should NOT be yelping and crying like a little bitch. Instead, she should either (try her best not to make any noise to show her captives that she's afraid/intimidated/turned on) or (yell insults at them, and tries to fight back consistently). In terms of gameplay, when she physically fights back, the rocs should hit her back, as they should. Now I'm not asking for gore, or fucked up illustrations, but at least be a little bit considerate into how real savages act. She should bite the cock of the orc that fucks her mouth, and the orc will hit her more. That's the Sabia that is fun to see. This is rarely done in any games, this resilience of the mind, this realistic fight for survival that real people (Men and Women) will do in their darkest hours.
When she wakes up in her tent, she rightly sweeps the floors or whatever. But she should NOT be inclined to go suck some dicks because they make more money. Sabia is a royal? blood, proud general. She should at least be paid 2000 gold to do that kind of stuff. No, she won't do it. (at least not yet anyway, or not by FREE WILL). Some great scenes that you can write with this kind of attitude is that she goes demanding for that much money, and the orcs have their way with her. She then injures one, and gets her ass kicked. Then, she won't go back to the tents until she's forced to (isn't that a more realistic reaction?).
Now that's all in terms of writing. What you can do in terms of gameplay and storytelling is to have a sanity meter. You stretch her too much, she becomes a coward and won't take risks. She won't do the dirty willingly, and she's submissive. Another words, shes broken. Let's say there's 4 levels of sanity. The highest being resilient, middle being stable, and low being breaking. If you go beyond breaking, she's broken. She regenerates sanity points by doing scenes that she already experienced (such as HJ and BJs). She loses points, though not as much, when she does double BJ. She loses more points when she gets spit roasted. She completely flat out breaks when she's gang raped.
Thing is, as a developer, I know that the kind of immersion we're talking about are simple if else statements. The hardest part (imo) about game development is the art, music, and world building. The kind of changes I'm proposing to all games (not just KoD) would require a considerably large amount of writing the different dialog. But that's only writing. The assets can be reused. The scenes can be reused. Through simple words, maybe changing a paragraph or two depending on her sanity, can drastically change game immersion. I don't know how hard it is to write logic in renpy, but I don't think it's that hard seeing that games like Teacher's Pet do it really well.
Anyway, I hope you all can implement some of this kind of...personal touches to games. Don't isolate yourself from the experience of your characters. Think, how would I personally feel if I was a great general of x kingdom getting gang raped by orcs. How would I personally feel, if I, the great general, was thinking about sucking some dicks for 8 gold rather than 1 gold. A little personal immersion can make your games so much better.
What I believe that more creators should do is write with a more invested mindset into the characters you're creating. In the face of terror and new realms of depravity, how your characters act should be natural: just like how you would act if you were in their position.
Take KoD by the wonderful Sierra Lee and Nomo. Sabia is a general. Even more, she is a woman general who has worked her way up the ranks with her skills, charisma, intellect, and strength. She's family with powerful politicians in her kingdom, a great and independent woman. So why does she fall so easily to jerking off lowly orcs for 8 gold coins?
What I'm trying to say, is breaking such a strong mind cannot be so simple. It should not be so fast. It should adapt a more Akubar style approach where the willingness is elastic. Where if you push too far, the girl will snap. You have to play your cards just right for them to bend further into depravity.
Let's take the beginning scene of KoD to when she starts working at the pleasure tents to show what I mean. When the great Sabia is surrounded by orcs, she does not beg (which I totally love thank you for writing that option and her refusal). But when she's on the ground, at the mercy of lowly orcs, she should NOT be yelping and crying like a little bitch. Instead, she should either (try her best not to make any noise to show her captives that she's afraid/intimidated/turned on) or (yell insults at them, and tries to fight back consistently). In terms of gameplay, when she physically fights back, the rocs should hit her back, as they should. Now I'm not asking for gore, or fucked up illustrations, but at least be a little bit considerate into how real savages act. She should bite the cock of the orc that fucks her mouth, and the orc will hit her more. That's the Sabia that is fun to see. This is rarely done in any games, this resilience of the mind, this realistic fight for survival that real people (Men and Women) will do in their darkest hours.
When she wakes up in her tent, she rightly sweeps the floors or whatever. But she should NOT be inclined to go suck some dicks because they make more money. Sabia is a royal? blood, proud general. She should at least be paid 2000 gold to do that kind of stuff. No, she won't do it. (at least not yet anyway, or not by FREE WILL). Some great scenes that you can write with this kind of attitude is that she goes demanding for that much money, and the orcs have their way with her. She then injures one, and gets her ass kicked. Then, she won't go back to the tents until she's forced to (isn't that a more realistic reaction?).
Now that's all in terms of writing. What you can do in terms of gameplay and storytelling is to have a sanity meter. You stretch her too much, she becomes a coward and won't take risks. She won't do the dirty willingly, and she's submissive. Another words, shes broken. Let's say there's 4 levels of sanity. The highest being resilient, middle being stable, and low being breaking. If you go beyond breaking, she's broken. She regenerates sanity points by doing scenes that she already experienced (such as HJ and BJs). She loses points, though not as much, when she does double BJ. She loses more points when she gets spit roasted. She completely flat out breaks when she's gang raped.
Thing is, as a developer, I know that the kind of immersion we're talking about are simple if else statements. The hardest part (imo) about game development is the art, music, and world building. The kind of changes I'm proposing to all games (not just KoD) would require a considerably large amount of writing the different dialog. But that's only writing. The assets can be reused. The scenes can be reused. Through simple words, maybe changing a paragraph or two depending on her sanity, can drastically change game immersion. I don't know how hard it is to write logic in renpy, but I don't think it's that hard seeing that games like Teacher's Pet do it really well.
Anyway, I hope you all can implement some of this kind of...personal touches to games. Don't isolate yourself from the experience of your characters. Think, how would I personally feel if I was a great general of x kingdom getting gang raped by orcs. How would I personally feel, if I, the great general, was thinking about sucking some dicks for 8 gold rather than 1 gold. A little personal immersion can make your games so much better.