Re: Survive or Succumb - A post-apocalyptic text RPG.
I've played night games before.. It.. Does have something close to
what I mentioned, but it too does the end-game text-dump when
your character cums..
Also, virgin runs?.. Grapples being annoying?..
I must come from a bizarro dimension where people could
care less about virgin runs and avoiding grapples, since playing
a game with sex in it is usually for the reason of having sex.
I can kind of see what you're talking about. Like, a game where you retain some degree of playable control during what in other games would be
post battle sex scene of varying degrees of consent? I could get behind that. Can't say I can think of many that have that kind of dynamic that I've encountered.
Actually just Trap-Quest as mentioned above, now I think about it. It's not a huge game, but is quite interesting and does a few things very differently to the usual standards.
As for the second subject there, well. There's a topic, I guess? Think of it this way; In the system you're describing, your character is almost certainly trying to avoid the fate in question, right? You're not describing a battle-fuck type scenario where you deliberately use sex and sexuality as part of your attack where two people try to hump each other into submission instead of punching and stabbing each other or whatever else.
So, you've got a scenario where the character wants to avoid the fate that you the player would kind of like to see. Presumably, at least. When it comes to roleplaying, which these type of games very much are, it's often more fun the more you can get into the head of your character. The more you can suspend your disbelief and go through the challenges, setbacks and adventures your character is going through. If you're in a situation where your character is attempting to avoid a fate but you the player know that there's no *meaningful* way to do so or even really to attempt to do so, it's kind of hard to get invested in that aspect of the situation.
I guess what I'm saying is, for some people being able to
potentially avoid the fate your character would like to avoid is more fun than being guaranteed to see the content your character would like to avoid being part of, even if you will enjoy that content if it does come to that, as the player? Something about the uncertainty, the immersion and the fun that can be had in that struggle? In investing in your characters motivations and hopes and seeing if you can avoid the darker fate.
And how that struggle to avoid the fate can heighten the impact of the darker fate if and when it does happen.
Does that make any sense, or am I rambling?
EDIT - To jump back to the first topic for a moment, before I forget - I would say if I understand what you're talking about and would like to see, you'd be interested in games where you retain the ability to choose actions and try to affect the situation whenever the character you are playing can potentially be doing that, rather than be dropped into cutscenes simply because you lost the battle? It would be a very different approach to a game like these, but it's definitely a gimmick I would be interested in seeing. Even if like you describe, your chances for meaningful changing events past a certain point would be limited.