What makes a game GREAT in your opinion...

frap

Active Member
Oct 17, 2018
840
3,737
I'm going to disagree with frap in just one small but essential detail. Many of us put good writing and story very high on our list, but we overlook the obvious: we're the ones bothering to write replies because we appreciate words, and we are the tiny but vocal minority of users/viewers for this forum.
I apologize if I came off sounding like I was speaking for anyone other than myself. I am aware that there will be massive selection bias in a thread like this, but it's nice to hear that I'm not the only story-driven individual here.

What you want to create ought to be more than just money. You can't actually buy pride or self respect (although you could sure indulge self-loathing in a lot of comfort).
Awesome line - I may steal that one. ;)
 

ThunderRob

Devoted Member
May 10, 2018
9,497
26,476
what makes a game great to me..it first...choices that actually matter..that diverge a path enough for there to be a meaningful difference.
next would be writing..i need to be able to enjoy reading the convos and inner thoughts of the game peeps.
immersion..seeing the MC ruins it for me..MC should never be seen as i need to be able to picture myself as the MC..if its is a fucking ugly HS dude my game is ruined...
variety...i can put up with massive tits in a game if there are other dames with small tits..i like a variety of personalities also otherwise you are just boinking the same boring dame with a different body.
the actual renders are not as high on the list as the stuff mentioned above..because a game containing the above things can be great enjoyment.
humour..is very important..there are some devs..Domiek..Monkeyposter_7/JohnnyDoe..OMVN..FFCreations/V.A. Laurie...they have a grasp on how to make humour flow well in games..there are others also but i do not want this to become a 2 page list..lol
NO gameovers..EVER..useless fucking annoying i want to bitch slap you dev copout crap..STOP IT!!..learn to implement situations that reflect your bad choice instead of a cheapass fuck you gameover!!
 

nobrumski

Member
Donor
May 27, 2019
172
148
As someone who has recently discovered the games and VNs, I think there are a couple of things that jump at me.

1. Content. I think this is rather obvious, but content is king. The more content the better and lucky for me being late to the game there are more options than I can choose from.

2. Art/Graphics. I am an art-whore and always have been. If the content isn't visually appealing, I just can't get into it. I also vastly prefer realistic looking games over exaggerated art styles. Being a DIK, Milfy City, etc jump to mind.

3. Slow progression. I am not looking for a grind, but I am also not looking for an on/off switch. I want a dimmer that slowly turns. If you are going to make me grind, include smaller steps in the progression. I am a fan of Man of the House, but some of the spots felt grindy where you just had to repeat the same action multiple times to progress. If the scene slowly played out, I would have enjoyed the grind more rather than just repeat the same action 5 times.

4. Writing. This one is tough since I am not extremely picky about the writing as long as it is something you can follow, but I also want consistency. This is one of the things I find lacking in many of the open world games. Maybe it is a limitation of the engines, but I find the text doesn't change sometimes to recognize scenes that have already happened especially if you didn't play them in a certain order. This is especially true with the games that unlock repeatable scenes in game and not a gallery. I don't care if the visuals don't change, but tweak the text. Like I said this may be a limitation of the engines though since the game doesn't know this was a repeat.

5. Choice. I find myself enjoying side characters sometimes more than the game's goals so it always great when I can actually choose rather than being on one route. I also recognize this is a ton of work since it requires additional writing and animations so I am highly appreciative.

I know it was 5, but I came up with this in the middle and I don't know if it will as time goes on rise in the ranks.

6. Repeatable content in game. I think this is one I am just starting to discover. Everyone seems to opt for the gallery, but you have some amazing content that seems like it could just be integrated back into the game by adding a player choice. For example in one game you do photo shoots in certain outfits which leads to various things. You can't repeat them other than the gallery. Why not offer the ability to go back and pick the outfit to replay the scene? It just seems like it would flesh out the game side more by reintegrating the same content. Again this may be a limitation of the engines.


I will say a big thanks to all the developers who release their games here. I have become a recurring patron of the developers I have really come to appreciate. I worry this will keep expanding though. It has also interest me in trying to lean Ren'Py just to see what you can do with the engine so I can see if I can actually help to implement some of the suggestions I have rather than just wish they were added.
 

Deleted member 167032

Alternate Existence
Donor
Game Developer
Aug 16, 2017
2,719
4,931
Some really good advice and some strange one's to me for sure.

Currently RTP have all my attention and until done above advice I may implement if it flows with the story.
However once RTP is done I'll start my next game which then I will look closely at all your suggestions and see what can be implemented.

Please do continue putting down your ideas here as to what makes a game great.

Thx ya'll..
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,888
2,858
4. Writing. This one is tough since I am not extremely picky about the writing as long as it is something you can follow, but I also want consistency. This is one of the things I find lacking in many of the open world games. Maybe it is a limitation of the engines, but I find the text doesn't change sometimes to recognize scenes that have already happened especially if you didn't play them in a certain order. This is especially true with the games that unlock repeatable scenes in game and not a gallery. I don't care if the visuals don't change, but tweak the text. Like I said this may be a limitation of the engines though since the game doesn't know this was a repeat.
What you mentioned at the end is a particular pet peeve of mine. For example, having an intense sexual scene with a character, then having them barely acknowledge your existence in the next or subsequent scenes. A lack of continuity in story telling is really jarring. Some games (like Personal Trainer, to think of one) are limited by the fact that a lot of their content is repetitive and can't take in to account changes (although major changes like starting a sexual relationship should be integrated even into repetitive scenes).

6. Repeatable content in game. I think this is one I am just starting to discover. Everyone seems to opt for the gallery, but you have some amazing content that seems like it could just be integrated back into the game by adding a player choice. For example in one game you do photo shoots in certain outfits which leads to various things. You can't repeat them other than the gallery. Why not offer the ability to go back and pick the outfit to replay the scene? It just seems like it would flesh out the game side more by reintegrating the same content. Again this may be a limitation of the engines.
While this is one of those "nice to have" features, unfortunately it takes a hella bunch of work. Recreating a scene with a different outfit means rendering all of the images taken to make up that scene with the new outfit. That is a lot of work (and extra rendering time) that very few game players would ever take advantage of. Galleries are actually a quick and dirty solution that allow a player to go back to a specific scene (frequently sex scenes) quickly and easily. Once the interface is created, they are generally low cost, and don't require any re-rendering. Sometimes devs have to pick the features that they know that most players will want.
 

Agent HK47

Active Member
Mar 3, 2018
645
1,907
1: Passionate developer, who is willing to listen to feedback and accept critisism, but still remains true to their vision and don't let themselves be led astray from their original goal, by the players of his game.

2: Good story. I don't need JRR Tolkien levels of backstory, but I need to know why certain characters are the way they are, and what is going on in their world, in order to give a damn about what happens to them.

3: Nice visuals. Whether it's 2D or 3D or whatever artstyle, I just need something that looks like it took some effort to create.

4: Don't waste my time. Time is the one thing people can never get back, so wasting it is pretty disrespectful in my eyes. An example would be the "Travel from one end of the map, fetch item, then walk all the way back, in order to deliver said item" which countless RPGM developers seems so confusingly fond of.
Don't pause the entire game and force me to "work" at the local supermarket for 25 ingame weeks, in order to buy a webcam which is the only way to unlock the next scene with a character. Many devs seems to mistake grinding as a challenge. Well, it's NOT a challenge if I just need to keep pressing the same 3 buttons over and over again. I could train a goddamn hamster to do that. Also, the reward needs to justify the time/effort used to obtain it, which it rarely does.
Just get to the point, and DONT WASTE MY TIME!

5: Don't have the "I will quit my job and work on the game full time" goal on your patreon page. This is probably the biggest red flag for me, whenever I scope out new devs. Out of the probably 100+ devs I have seen with this goal, I can think of 1 who actually succeded in this goal, 50 devs who quit their game instead of their jobs, and 49 devs who keeps scrapping/rebooting or changing their games, over and over, in the naive hope of finding the "magical game" which will give them the 1000 patreons in 24 hours which they all seem convinced they will eventually achieve.
 

RogueKnightUK

Co-Writer: Retrieving The Past
Game Developer
Jul 10, 2018
913
2,396
5: Don't have the "I will quit my job and work on the game full time" goal on your patreon page. This is probably the biggest red flag for me, whenever I scope out new devs. Out of the probably 100+ devs I have seen with this goal, I can think of 1 who actually succeded in this goal, 50 devs who quit their game instead of their jobs, and 49 devs who keeps scrapping/rebooting or changing their games, over and over, in the naive hope of finding the "magical game" which will give them the 1000 patreons in 24 hours which they all seem convinced they will eventually achieve.
Don't be too hard on people for that one because it is the same for ANY kind of business startup. Not kidding there, as 95% of starting new businesses fail within the first 5 years having never made back what was invested, never mind any actual profit. Doesn't matter whether it's a new game studio, opening a market stall, or simply starting their own window-cleaning or gardening business, the odds are always against any new venture.

It's pretty easy to assume that's just lack of experience, the mistakes a new business may make, but there's a statistic that massively belies that easy assumption - the statistic isn't that much different for venture capitalists, people who make their entire living out of carefully examining new business ventures and choosing which ones to invest in. Even the very best and most experienced of those VCs can't usually get better than a 90% failure rate, and typically the whole VC world is geared around that reality. VCs usually invest in a basket of ventures where for every ten they invest in they expect 8 to be a complete loss, one to break even, and just one to be successful enough to generate the total profit on all ten investments. (Which helps you watch programs like Dragon's Den or Shark Tank and understand why they always seem to want such a significant share).

With that perspective, you start to understand that you need 20 people dreaming of making their new venture be a commercial success, just to get one of them who does so. Cutting it down to 10 dreamers only means there is a 50% chance that none at all will succeed.
 

nobrumski

Member
Donor
May 27, 2019
172
148
While this is one of those "nice to have" features, unfortunately it takes a hella bunch of work. Recreating a scene with a different outfit means rendering all of the images taken to make up that scene with the new outfit. That is a lot of work (and extra rendering time) that very few game players would ever take advantage of. Galleries are actually a quick and dirty solution that allow a player to go back to a specific scene (frequently sex scenes) quickly and easily. Once the interface is created, they are generally low cost, and don't require any re-rendering. Sometimes devs have to pick the features that they know that most players will want.
I am not even talking about different outfits though which I realize would take a lot more work.

For example in the photoshoot you pick which outfit and it lets you change camera angles. This is already in the game. Once I go past that in the story there is no way to go back and say hey lets do the photoshoot again in one of those original choices.

Another example is one game you go and do yoga with one of the characters who is always in the same outfit. In one stage of the story it leads to a handjob, then later a blowjob, then later grinding, and then later sex. Once you hit sex there is no way to opt for any of the original scenes other than the gallery. It just seems like it would be fairly easy to add the additional text options that lead to the original story scenes.

I just find it takes me out of the game to go and pick a scene from the gallery. This is also more in games with the multiple timeslots where you can only do certain things at different times and rather than jump ahead in time I figure why not go replay one of those options to move the time forward. I was suprised I couldn't the first time it happened since the scene was already made. Maybe again it is some limitation of the engine or more work than I realize to just point to earlier options in the same settings with the same visuals. The link is there in the gallery so I figured there was an easy way to point the game to that same scene via text.

EDIT: If I get time this weekend I will give your VN a try so I can point to a couple scenes so maybe it makes more sense. what I am looking to see happen.
 

gunderson

Member
Aug 17, 2016
356
616
1) A dev who has ever made a game before. I don't even necessarily mean a good game. I just mean that they've made something, from start to finish, and actually have a sense of how to get things done. This should also mean that they have at least an outline of what they want the game's story to be, a sense of the core gameplay loop they're putting in, and hopefully at least some writing done before they even begin coding the thing. I've seen so many posts from so many people who wanted to get some Patreon money asking how you get started making a game, and that's the wrong fucking way to get this going. Make a complete free game, make mistakes, learn from those mistakes, and only then should you consider getting paid to make a game.

2) Tags. For me, a great game has blood-related heterosexual incest. It's not impossible to make a great game without that, but that's what I'm looking for. No steps, no adopteds, no landladies, etc. And if possible, I would like the development of that relationship to actually tie in some way into the game's story. See: Summertime Saga and Man of the House for this. I wish The Company would do this with the main character's family, but in spite of how much time you spend with them it always seems like a side story, and that kinda bothers me.

Other than that: big-ass tiddies (not the weird plasic ones like in Fasder's "Life," if possible, but preferably with a bit of sag like in SS or Man of the House), and mind control and impregnation are icing on the cake but not precisely essential. No gay stuff, no sex changes, no furries. Not my scene. And yes, a game primarily featuring stuff that's clearly not my scene changes its level of 'greatness' for me. Can't please everybody. Also, I tend to find that games that try to do everything end up shortchanging everybody, because there's only so much development time to go around. Focus on your main audience and make them happy.

3) What do I see: text and/or images. First off, I have enjoyed text-only porn games in the past and, were people to make more of them along the lines I enjoy, I likely would still enjoy them. See Seztworks' games, for example, since technically the text-based part is good enough for me but it also has images which makes things even better. But this requires proper spelling and grammar, good editing skills, and just in general a flare for writing. If you think, for example, that every noun or important word is supposed to be capitalized, text-only isn't for you.

As far as images go, make them unique. Never ever use Honey Select, because Honey Select games all look the same and also all look like dogshit. If you use Daz3d stuff, make the models your own. Change proportions, use non-standard outfits, etc. Or use real life porn star images! Those are great. See The Company for good usage of those.

4) Gameplay: have some! Nothing makes me regret a game download more than seeing that it's all just a big dialogue tree. As long as the gameplay isn't a huge hassle timesink (see: the money- and intelligence-making memory-based minigames in Astaros3D's "My Cute Roommate"; or NLT's incredibly tedious item fetching nonsense in Lust Epidemic) but is actually something the player might enjoy doing or at least has good rewards (LoQO's combat is actually kinda fun, and Summertime Saga's minigames might be a bit of a hassle but they're generally quick compared to what you get out of them), I think these add to the game.

I realize that some people are in love with visual novels and all they want when they sit down to play a porn game is to read a sexy story with some pictures, but I'm not that person. If I want to play a porn game, I want there to be game there.

5) Narrative: this, done well, is essential. To clarify the difference among plot, story, and narrative, see the following from dailywritingtips: "Narrative is the structure of events — the architecture of the story, comparable to the design of a building. Story is the sequence of events, the order in which the narrative occurs — the tour through the building. Plot is the sum of the events, told not necessarily in sequential order, but generally consistent with the story and often considered synonymous with the narrative — the building itself."

All that is to say: I don't give a shit if crazy stuff happens in your plot, and I don't care too much if it's ordered well. I care that the fundamental structure of your game is strong and compelling. I want the game to have a consistent voice, consistent style, and to understand when stuff has changed. If the protagonist got his mom pregnant, I want her to feel some way about it. If the protagonist meets somebody new, I want to have a clear sense of how they relate to one another. If somebody won't bang the protagonist, I want to know why. If something happens in the story, I want the consequences to be clear. Note, however, that I don't think there's anything wrong with clearly presenting a protagonist who's conflicted or bowing to certain porn game cliches. For example: it's fully consistent with the canon of porn games for a protagonist to think they're a totally normal and generally good guy, but also peep on their sister in the shower and try to creampie said sister. I'm fully down with that, think that such a character can be both written well and consistently, and have absolutely no interest in arguing with somebody over whether or not such a character is acceptable in a porn game.

One example of a well-executed narrative: I think Daughter for Dessert's narrative is exceptionally strong, which comes in part from Palmer (the dev) having actually made games before and refined his craft. The characterization is consistent, the relationships are frought and interesting, and everybody has clearly defined reasons for doing what they do. When the game's events unfold, the consequences of those events are clear and sufficiently broadly felt. The pacing is a bit slow as far as the game goes (when comparing length of chapters versus number of sex scenes, especially in the beginning) and not every minigame is the best (bartending in particular is a bit of a dog in I think the second chapter), but there's a reason people like Palmer's work.

Most importantly, though, this is a great game for me, specifically. Other people prioritize different things or think things differently, and that doesn't necessarily mean their ideal game is better or worse than mine, but just different. Like I said in 2, you can't please everybody. And I'd honestly urge a dev with a real vision for what they want to do not to really try to please everybody. That's how you dilute a great work into something that's just okay. Make your game, as best you can.

Final thought: Don't be Disney. Take risks! This is porn, for fuck's sake!
 
Last edited:

ppoooors

Member
Aug 7, 2016
102
139
I'm going to disagree with frap in just one small but essential detail. Many of us put good writing and story very high on our list, but we overlook the obvious: we're the ones bothering to write replies because we appreciate words, and we are the tiny but vocal minority of users/viewers for this forum.

The images, be they hand-drawn or rendered, translate to all languages, even to people not skilled in any language at all. Given that we all know that there are users from around the world here, with varying capabilities for any one language, pictures being universal is a huge factor.

(This is also why some of the Movies and TV shows that do the best worldwide are those with slapstick visual humour, or with big bold visual effects - things that transcend language barriers)

Then there is the extremely subjective nature to the evaluation of both writing and story. I mean, here we are, a very specific sub-group of people not only in a community of this kind and with that specific shared interest, but further into being of the type to engage in discussions such as this one, so in the grander scheme of all humanity we are very closely aligned in interests and tastes ... and yet if I asked each of you to pick your top 5 movies and your top 5 books, the chances are that we'd all have quite wildly different answers and tastes.

Follow logic, and you'll realize immediately that if we tried to do a mass survey, we'd quickly be back to the lowest common denominators, and the greatest hits would be slapstick comedy and big action and effects - the most universal elements - being the only things people could agree on en masse.

Even fans within the community around just one particular game will disagree on which girl or LI is 'the best', and why. Which in turn brings to light the added importance of what Avaron1974 mentioned about having a good variety - something for everyone. Of course, you have to balance this against the fact that the more variety you add, the greater the chance one of those varieties will be something people hate, really hate, and might rage-quit their fandom over.

So yes, ultimately if you could only focus on one element, then the visuals are the one that hit the widest possible audience. If numbers are your thing then prioritise the visuals, the universal language.

But I will add one personally important corollary - the numbers aren't everything. More people will eat a McDonalds today than will eat dishes at the best restaurants in each town and city that has a McDonalds, and does that make McDonalds the best restaurant? Sometimes it is far more important, to your own soul, and to 'culture' as a whole, to be a truer artist. So what if more people read Harry Potter than read a classic such as Heller's Catch 22, or if more read Bridget Jones' Diary than read Orwell's 1984.

What you want to create ought to be more than just money. You can't actually buy pride or self respect (although you could sure indulge self-loathing in a lot of comfort).
That was a good read, thanks.
I guess the "don't do it only for the money" subject is a lot more complicated than what most think (speaking from experience), but overall I agree with most of what you said. The bit about visuals being the universal language is eye-opening.
 
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Jushak

Newbie
Mar 22, 2019
56
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I tend to be a bit of omnivore in many ways, but here are some criteria in no particular order, with each capable of making a great game alone if taken far enough:

  • Writing. If the writing is good enough I don't actually need much else. In many of the better professionally done visual novels I've read over the years the sex scenes are often the worst part of the game for example. Note that writing and story aren't necessarily the same. You can have terrible story that is written so well that it is enjoyable, but it is hard to enjoy even good story if it is written badly. Depraved Awakening would be a good example of the former IMHO: the story itself has a lot of problems, but the writing style makes it an enjoyable experience for me.
  • Gameplay mechanics. If the actual gameplay is entertaining enough, I can live with bad writing and mediocre visuals. Defiler Wings is a good example of this: the art is just random high fantasy pictures poached from the internet, the story is minimalistic and the writing is hard to enjoy since the newest version doesn't have a proper translation, but it's surprisingly fun in its simplicity. Night Games is another such example.
  • Customization and choices. While I've enjoyed playing Fenoxo's Corruption of Champions and Trials in Tainted Space for the writing on and off over the years I've also played them on more than one occasion skipping most of the text, instead just focusing on the morphing system and seeing what kind of freak of nature battle monster I can turn my character into. I'm not into furry stuff, but I do get some kind of kicks out of the mental image of my complete abomination fighting and fucking the demon-infested world into submission.
  • Appealing visuals. The technical part doesn't really matter to me - Akabur's 2D art is awesome for example. I used to find most renders to be hideous and a major turn-off, but these days many have actually been quite good. I usually prefer still images to animation, but that is mostly because vast majority of animations are garbage. Obviously sexual preferences have a huge impact too.
  • Originality. This is perhaps the hardest to quantify, but a game has to have something that hooks me in. Honestly, at this point the indie adult game scene seems to be full of incest, usually of the stereotypical young male MC, not-too-old-(step-)mom and (step-)sister(s) kind. I get the point in porn since it's easiest possible fetish to add to a video without turning off too many viewers, but it's honestly getting annoying in games since most of this content seems to repeat the exact same formula. As such I tend to appreciate games that do something different.

I also have some things I really dislike. These are not necessarily deal-breakers, but pile too much of this shit and I'll quickly drop the game.

  • Badly done illusion of choice. I don't mind that some of the choices are meaningless. Sometimes it's nice to just have choices that let you pick your flavor of doing the exact same thing. What I do mind is when a game gives me, to use a real example I've seen, three choices and only one does not lead to instant game-over. That is not a choice.
  • Arbitrary content gating. This is especially annoying if the game is even relatively long. Oh, you didn't talk to NPC X before entering a specific room with forced scene that progresses the story without any warning? Too bad, now you can't finish content for NPC X unless you start a new game. Extra "fuck you" if the game never actually bothers telling you that you missed said content.
  • Grinding. I don't mind this if the grinding is entertaining or non-obvious, but some games take this to another level. This is especially absurd if the grinding involves sex scenes. Glassix is the most obnoxious example of this that I've tolerated - the game has quite a few characters and progressing with each of them is a grind of multiple in-game days.
  • Bad mini games for absolutely no reason. Especially if they're needed to progress the story. If I'm playing a visual novel or adventure game, chances are I am not looking for some random garbage mobile game experience in the middle of it.
 

SG_OTB

New Member
Game Developer
Aug 2, 2017
10
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  • Getting right into the action
  • Well written, without being too flowery in prose
  • Compelling characters
  • Animated original art
  • Carefully selected music
 

Deleted member 229118

Active Member
Oct 3, 2017
799
961
For me a great game:
1: Give's the player meaningfull choices and consquence's.
Linear games are the worst.
If i want to read a book or watch a movie i do that.
Games are ment to be played.
And sitten through hours of boring dialog isnt my idea of fun.

2: Unique personalities/factions.
I like to have a large selection of different woman to corrupt and enslave.
Likewise if i play strategy games i want that every faction have different strenght and weakness.
I for example love assimilator/scavare factions because i love the idea of adding many different factions to my own.
Likewise some games i just cant play because i cant tell the charater apart.
Simply because there isnt a face i can put with the name.
Pity most text biased games are good but without the ability to tell my future slave's apart i cant really enjoy it.

3: Decent user interface.
A game could be the best thing ever.
But if i am fighting the interface every second i am playing i am not going to be able to enjoy it.

4: A focus on my personal fetish.
Which is male domination.
Everything else is just an enhancer.
Incest, rape, mind control, cheating, etc.
All of it is the spice added to the main course of male domination.
Likewise nothing kills my boner faster then female domination.
I am old fashion like that.

5: Clear Progression.
I like to see my actions have conscence's.
Action, reation, manipulation, mind games.
For example: In superpowered i have billy work his but off to get mind control before all other powers(and mind control is the most expenside)
Simply because the ability to mind control others is a huge turn on.
The grind isnt that bad(i would still suggest using mods to see all renders before starting a roleplay run. Superpowered is one of few games that is fun to roleplay)
It was my choice with clear goals within acceptable limets.
And then there are games where you just grind over and over again or need to stumble on whatever vague trigger you need to add the next level of corruption.
Ugh.
I find the best games simply give you an objective and tools then let you solve it yourself.
The worst games are those where you need a walkthrough because you need to talk to person a on day 12 while wearing a purple wig or you will never get her.
 

Rythan25

Engaged Member
Feb 20, 2018
2,273
6,322
Get ready for an essay... sort of...also not by order of importance, just my five reasons why I consider a game a cut above the rest...

1. Bitches be Hot - Basically I see your game in the "latest updates" and see a model I immediately am drawn to... I will click your game in interest to find out what the story premise is, and what the planned fetishes are... but again a model or modelS have to draw me in first and foremost... If I see a Vicky (RtP), Jeanne (NML), Linda (MC), Izumi (HRC)... I am checking out your game...

2. Fetishes - super important to me.. you can have super hot models, and an interesting story, but if you fetishes are what I consider "trash", I cant play the game or even recommend it... much less support it... Rape is where I draw the line... if it serves a purpose in the plot, I can stomach it (barely), if its there for fanservice... your game is going straight to recycle bin... If it has the "dark fetishes" (NTR, Corruption, BBC-worship, female idiot) I wont even bother to download unless they are optional... however if they bleed into the "other route" anyway the game goes in the trash.

3. Story - It can be cheesy, it can be great, as long as it amuses me, I will enjoy it ! I dont want to play a game with no story and just interconnected sex scenes... I want to know who the characters are, what they like/dislike, their motivations, etc... I basically want to know why they fuck, if it makes sense "those two" are fucking, and so on.

4. Game Engine - I hate pulling this as I myself have thrown tantrums when I see others go into a RPGM game and bitch about the dev's choice in engine... but honestly more and more I am convinced that people should use the game engine that suits their game... if you actually want to use combat (sci-fi or fantasy setting) than RPGM probably should be what you use... if its pure VN than Ren'py reigns supreme... if your trying to do something that seems great, but really isnt, use Unity since that engine blows chunks when people dont use it correctly (and cant be compressed SMH), if your making a open world game definately use Unreal Engine.

5. Main Character - Many people dont give a fuck about this as they prefer a bland self insert character... Me I cant and dont self insert... so I need a character that is relatable, is he a good guy just horny ? is he a fucking rapist waste of space ? I need to know as based on that I also determine if I can play the game or not... If I am playing the bad guy (Light Yagami from Death Note) then I rather lose the game, and have all the girls stolen from the MC and have him raped in the showers for being an egotistical asshat.... If I am playing a decent dude that wants to get laid with as many chicks as possible (Makoto Itou from School Days without the stupid ball) I am perfectly fine trying to help him accomplish his goals, and keep him straight as an arrow.
 

frap

Active Member
Oct 17, 2018
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3,737
...
5. Main Character - Many people dont give a fuck about this as they prefer a bland self insert character... Me I cant and dont self insert... so I need a character that is relatable, is he a good guy just horny ? is he a fucking rapist waste of space ? I need to know as based on that I also determine if I can play the game or not... If I am playing the bad guy (Light Yagami from Death Note) then I rather lose the game, and have all the girls stolen from the MC and have him raped in the showers for being an egotistical asshat.... If I am playing a decent dude that wants to get laid with as many chicks as possible (Makoto Itou from School Days without the stupid ball) I am perfectly fine trying to help him accomplish his goals, and keep him straight as an arrow.
This seems to be a divisive issue. I've seen a few different takes on this.

  1. BYOB (Bring Your Own Baggage)
    Some players prefer games where total self-immersion in the MC is possible (some even going so far as needing to be able to name the character). This works best for games where the MC is a bit of a cypher, not really a fully-fleshed character, more of a framework on which the player can hang their own baggage.
  2. DIY (Define It Yourself)
    Similar to BYOB the MC starts out mostly undefined, and personality and character are built from the choices the player makes along the way. This is a difficult concept to get right, but when it's done correctly it can be enjoyable. Works best in RPG-style games.
  3. STD (Stunted Traits Definition)
    The MC has some kind of personality strapped on, but nothing that really defines them, including player choice. It's the failure to live up to BYOB or DIY, while not reaching the level of a fully-fleshed-out character. This leads to games falling flat, and being little more than a weak plot holding together a bunch of sex scenes.
  4. AH (Archetypal Hero)
    By using an archetype or standard hero trope the game attempts to bootstrap the MC into something like an actual character. I'm not saying this can't be done well, just that it's easy to get it wrong.
  5. AC/DC (Artfully Crafted/Defined Character)
    Games that use a fully realized character for the MC enable a richer a story, more nuanced interactions with NPCs and a chance for the character to either grow or devolve based on player choice. (Both directions are valid, it's up to the player to determine the outcome, rise or fall.) Games that include this tend to lean more heavily to the story side of things, and as such end up being more enjoyable to me (as I've already stated that story takes priority for me.)
As such, it's a good thing that people who enjoy different types of games are making them, as it would be incredibly dull if all the games made used the same formula.
 

xkzq

New Member
Mar 18, 2019
8
17
A plethora of problems with adults games can easily be solved in the planning stage.

There's going to be 2 types of games you encounter:
A. Story driven - Building a world that has diverse characters with proper development combined with a well thought out plot that creates a sense of involvement and realism​
B. Sex driven - Bring a bunch of assets together with a loosely strung together plot just to have them fuck everything including their mother and a couch most likely​
It's so weird to me how developers can't grasp this. They start out with high expectations of what they want, yet when their vision doesn't come out exactly how they expected it to they just jump ship. If they would just take a little more time in their planning phases (assuming they were planning in the first place) to actually visualize not just what they wanted but how they were going to do it, the results would be outstanding. Instead all we have is ego-driven "developers" who need instant gratification on something they slopped together in a matter of weeks, and then lash out and disappear when they get called out for their laziness and horrible execution. All the greatest games created required passion, not just depth and art work. It's baffling how you can be within this community and still not realize that if your efforts are less than sub-par then your end results will follow as such.

When you properly plan and execute something you're PASSIONATE about, you get Depraved Awakening. It has a myriad of qualities such as character depth, a proper story arch, and non-linear paths that will still follow the level of production throughout the new timeline you chose. I could NOT leave my computer until I had finished the game. I had already gotten my nut and still needed to know how it ended. THAT's how a game should be. You got your dessert and you still need more from it.

I have no problem with a good smutty sex romp type of game either. The one that always comes to mind is Incubus City by Wape. It (and the developer) knows what it is. There's not really a plot, but more of a overall theme of being a demon that preys on the city at large. There's no a jumbled mess of text and loosely related GIF's/Webm's that tries to act like something it's not. It's just an all out sexual rampage, and it works great only because the developer knew what game he wanted to make. (Also my personal favorite HTML game, go check it out).

Look, you're not going to get a Summertime Saga pumping out shit straight from the assets section, so just focus on what matters the most. Ask yourself not only what you want, but how you want it to be done.
 
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jamdan

Forum Fanatic
Sep 28, 2018
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1- Story. I play these games for the story, if i wanted porn I would go watch porn videos. A generic story can be good, but its better if its at least semi-original. One of my favorite things to do on this site is to chat about the plot and characters of the games. Their motivations, future implications of actions and that sort of thing. If a game can be debated/analyzed, it makes it a lot more appealing to me.

2- Characters. Obviously you cant really have a good story without having good characters. They need a personality, they need something that makes them stand out. I have played lots of games, but I cant remember that many character names. I know of them, what they look like and that stuff but they just aren't memorable. Its like IRL, you know someone but cant come up with their name because they just aren't memorable. A smaller thing that I would like to see if breaking of the character stereotypes. Why are all the MILF's busty? Why not a small chested MILF? What about the bitchy older "roommate" and the sweet and innocent younger "roommate" ? Can that not be reversed? And where the hell did all the "landlords" go to?!?! What about body types? Why not have a chubby girl? Semi-Related to what I said earlier, why not a busty younger roommate and a smaller boobed older one?

3- Sexual content. I am pretty vanilla, so I dont seek out games based on their fetish content. But I would like to avoid the darker stuff, NTR, rape and that kind of thing. Also, I dont like the sleep groping or creepy spying either, thats a good way to get kicked in the balls. Other stuff, even some pretty taboo stuff, im mostly fine with even though it might not be my cup of tea.
 
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frap

Active Member
Oct 17, 2018
840
3,737
A plethora of problems with adults games can easily be solved in the planning stage.
7 P's -
Proper Prior Planning Prevents Piss-Poor Performance

As true in game development (and most anything else) as it was in the Army.

There's going to be 2 types of games you encounter:
A. Story driven - Building a world that has diverse characters with proper development combined with a well thought out plot that creates a sense of involvement and realism​
B. Sex driven - Bring a bunch of assets together with a loosely strung together plot just to have them fuck everything including their mother and a couch most likely​
I think you left one out -
C. Starts as either A or B (usually A), but the developer isn't committed enough (or pre-planned enough) to see it through as envisioned, and caves to the whims of patrons/players/forum members/something someone said on twitter/etc. The game starts and after a couple of updates diverges from the promise of the premise into some territory where nothing goes together any longer.