Oir
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- Mar 17, 2019
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Rape is pretty tricky to do well in H-games. On one hand, you want to avoid repetitive gameplay where the player needs to aimlessly wander into mobs, lose on purpose, and game-over themselves to see H-scenes, thereby forcing them to slog through content on repeat and spam save constantly. But on the other hand, you want the rape scenes to make sense thematically and have some weight to them otherwise it's little better than a vanilla sex scene. Rape needs to fit the situation (ex. losing a fight, getting caught in a trap, etc.). We've seen several approaches to rape in H-games.
You have the generic white bread lose to a mob = CG then game over, start again at the last save. It's the barebones "default" bar that has been set. It's very common and in my opinion, very uninspired. It produces many of the aforementioned problems in gameplay including going around the map purposely losing to mobs and feeling like you constantly need to save the game.
Then you have games like Yukiiro Quest where almost all H-scenes are tied to combat loss. But at least the grand majority of them don't force a game-over screen but moreso transport you to a dungeon/other area. Games like Taima Miko Yuugi just start you at the beginning of the map when you lose so at least you don't need to worry about spam saving. It also tosses in a healthy dose of in-combat H-attacks to mix things up.
You also have a spin on rape through Kunoichi Botan or The Girl in the Red Slave Collar which lean hard into H-combat in which the actual molestation/rape progresses further as you make several rolls/decisions in combat. Many H-instances are still tied to combat loss though but it's not nearly as bad as the generic white bread version because you at least get to see some H-content while you purposely lose and the process of purposely losing is still interactive.
Then you have games like Bitch Exorcist Rio (other than Cursed Village) which ignore combat altogether and its moreso an exploration game where you find yourself in H-situations based on walking into the wrong rooms, taking the wrong paths, making bad decisions, etc. Of course some people might see this as a bad thing due to lack of combat mechanics whatsoever but it's definitely an approach which eliminates the problem of losing to mobs constantly.
You also have games like Ruins Seeker where the combat is full-action sprite combat. So "waiting to lose" to mobs is not as tedious as turn-based combat. Of course, you still have the problem of purposely losing to mobs to see rape scenes. Kunoichi Ayame is a slightly different spin on this where the combat is still sprite-based action combat but H-scenes can occur simply due to accidentally spacing badly and bumping into the mob. Game-over screen is avoided in this instance since the monsters tend to let the protagonist go once they've had their fill.
Anything I missed? In your opinion, what approach to rape in H-games is best? What approach needs further development? How would you "fix" the common problems of rape in games?
You have the generic white bread lose to a mob = CG then game over, start again at the last save. It's the barebones "default" bar that has been set. It's very common and in my opinion, very uninspired. It produces many of the aforementioned problems in gameplay including going around the map purposely losing to mobs and feeling like you constantly need to save the game.
Then you have games like Yukiiro Quest where almost all H-scenes are tied to combat loss. But at least the grand majority of them don't force a game-over screen but moreso transport you to a dungeon/other area. Games like Taima Miko Yuugi just start you at the beginning of the map when you lose so at least you don't need to worry about spam saving. It also tosses in a healthy dose of in-combat H-attacks to mix things up.
You also have a spin on rape through Kunoichi Botan or The Girl in the Red Slave Collar which lean hard into H-combat in which the actual molestation/rape progresses further as you make several rolls/decisions in combat. Many H-instances are still tied to combat loss though but it's not nearly as bad as the generic white bread version because you at least get to see some H-content while you purposely lose and the process of purposely losing is still interactive.
Then you have games like Bitch Exorcist Rio (other than Cursed Village) which ignore combat altogether and its moreso an exploration game where you find yourself in H-situations based on walking into the wrong rooms, taking the wrong paths, making bad decisions, etc. Of course some people might see this as a bad thing due to lack of combat mechanics whatsoever but it's definitely an approach which eliminates the problem of losing to mobs constantly.
You also have games like Ruins Seeker where the combat is full-action sprite combat. So "waiting to lose" to mobs is not as tedious as turn-based combat. Of course, you still have the problem of purposely losing to mobs to see rape scenes. Kunoichi Ayame is a slightly different spin on this where the combat is still sprite-based action combat but H-scenes can occur simply due to accidentally spacing badly and bumping into the mob. Game-over screen is avoided in this instance since the monsters tend to let the protagonist go once they've had their fill.
Anything I missed? In your opinion, what approach to rape in H-games is best? What approach needs further development? How would you "fix" the common problems of rape in games?