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How important are gameplay mechanics in a porn game?

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I'm a writer, working on a game right now with someone, and I would like to make my own game at some point. I'll probably go with a simple VN for the first, but as a player, I've always enjoyed gameplay elements, like daily stat tracking, actual movement around a map, needing to balance who you spend your time with versus an antagonist, or competing, up to more complex elements like platforming and interactive realtime chat options or time trial components.

How much do ya'll think other people actually care about that kind of stuff, though?

I'm honestly not sure, since I myself often get annoyed at over-featured sandbox games or old-school turn-based games. Sometimes it can feel like a big time waster when you just want to fap, other times it makes the overall game much more fun, imo.
 
I'm perhaps an outlier. I cannot honestly think of an adult game where mechanics of any kind added anything positive to the experience for me in any way. The biggest "mechanic" I want out of my adult games is choices mattering, so if there is content I don't like, or a character I don't vibe with I can ignore/avoid it in my playthrough. Thats it.

I don't want mini games, I don't want a sandbox to try navigating around an empty world, I don't want to solve puzzles. I don't want a shop and having to manage money as filler time. I want pretty girls with good renders and a halfway decent story. Thats literally it.
 
I'm all about games with mechanics, be it a simple training/daily life simulator like Sister Monochrome type stuff, or deep management games like Free Cities, for VNs though, all you need is choices that matter, maybe affection/corruption points or a minigame tied to the theme of the VN, but it's just added stuff.
 
I draw the line at time limits. That's not just for these kinds of games, I don't like time limits (or time trials) in any game.
 
Very! I immediately delete a game, if it's a grind fest.
 
To be honest i would like to see more games with actual playability. VN's these days are like books but they are in "Game" category. A "Game" without a "Gameplay"
 
I want at most a casual game. I don't mind a VN/CG hunter, I'm not really in it for the gameplay as much as I am for the porn. I can't stand overly grindy games especially ones with stock RPG maker combat.
 
Game mechanics almost never enhance a game for me. Almost, not never.

A badly done mechanic can easily ruin a game. Or even one that is convoluted enough that I can't pick it up pretty easily. But there's very few good game mechanics that enhance a game for me. Basically, to much is easy to do. But unless you're doing something interesting and/or unique, it's easy to overdo it.

Some recent examples I've experienced, or otherwise stick out in my head.

Harvesting Corruption. This game has a pretty simple free roam. Not good, not bad. But it has an annoying daily chore system that is just shy of being an offensive grind. It also has a simple randomized bar server game that has lewd aspects and some degree of challenge. It's enough to be interesting, but it'd get old, so I hope it isn't the games only draw once they get further along (Currently day 3).

. There are a massive number of slightly different branching paths. It's enough to be interesting, while having to little unique content that it can get old before you see all options. So the game becomes kind of a "Pokemon: gotta collect them all" game.

Train45. This has a simple but pretty unique mechanic. There isn't much plot or even content. But it isn't so long it gets stale, while being long enough that you feel like you actually can master it.

Cabin by the Lake. This game IS the mechanic. The plot is in service to the unique mechanic. You have a series of 15 or 20 branched story plot points that get reset and you go through them again. But as you unlock story branches you can open further branches.

Best Friends. This is a simple linear visual novel. But the exact same story can be views from two persons perspectives. This can get you a little more mileage from a single story and 90% recycled renders.

Welcum to the City. This is a simple trainer management style game. But there is so much mechanic to manage that you can't just play for the story or lewd content.

Fallen Flower. This is a game that is so focused on the game mechanic and engine that it has almost no content. This had to be a massive time drain to make, and it is well done, but it's got almost no game play to boast for that time expenditure.

Out of Puberty. There is no game mechanic of note. It's just a series of events you can explore. Because while there is choice and story advancement. There is no notable mechanic to tie anything up. There's also no plot either, so the game devolves into racking up notches in the headboard. Maybe a mechanic would be an improvement. I don't know.

Siren of the Dead. This game is a mix of filling the pokedex entries, and a very simple tower defense game. With some rather brutally graphic lewd content. It's three game mechanics in a trench coat. It's not deep, and it's not especially comfortable to play. But it knows what it is, and does that reasonably well.

A Home Between Us. The message the author wanted the story to tell is how difficult life can be just to stay afloat. He did this by making an upkeep mechanic that is so unforgiving and expensive that it necessitates grinding just to continue. I couldn't get far enough into the story to even figure out if there is a better method of earning the in game currency to allow me to advance the plot. It's a shame, the plot looked good, but I am not playing a game to work. I get that it's the authors artistic vision for the game. I did however delete said artistic vision from my game drive.

These just sprang to mind. It doesn't feel like there are many unique mechanics, but there kind of are.
 
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It seems like more people dislike mechanics than like them. This is good to know. Key points: No mechanics or non-grindy ones. Sandbox is a no (which I agree with). Time gating or resourcing gathering is boring (which I again agree with).

It seems to me that any game mechanics I add should be functionally a part of the story, not an add-on.

I think I'll try just a VN with options and stats. The gameplay mechanic can be based on choices. I'll brainstorm some gameplay options still, since some of my favorite games have had them: Sengoku Rance being the best, but games like that seem to be the exception and not the rule.

Thanks, all!
 
Depends, really.

IMO - Heavy grinding for points of any kind, be it money, affection, intelligence etc. stats, ideally would either not exist or be fairly minimal if they are there to support a story.
QTE's are a plague, and who ever came up with them should be forced to perform those in real life for absolutely everything for the rest of their life. This is especially true for games that you often play with mouse or controller only, and suddenly a QTE requires you to reach for a keyboard.
Obscure game overs over doing something in the wrong order, or simply for no apparent reason, are not funny - Unless they are specifically meant to be a comedy device, and don't actually hinder your progress.

That said, I don't mind one bit if a game challenges me a bit. I am lifelong fan of point and click adventure games and open world RPGs so things like stats, inventory, freedom to move, freedom to make (even the wrong) choices, freedom to play multiple paths (even at the cost of some other paths) - I'm completely fine with.

In the end though, I think the answer depends on you - What kind of a game do you really want to create and support? Do that.
Doing what you want to do, instead of what others expect of you, usually means you end up with a better end result, and might even enjoy doing what you do a bit more before you reach it.
 
I'm a writer, working on a game right now with someone, and I would like to make my own game at some point. I'll probably go with a simple VN for the first, but as a player, I've always enjoyed gameplay elements, like daily stat tracking, actual movement around a map, needing to balance who you spend your time with versus an antagonist, or competing, up to more complex elements like platforming and interactive realtime chat options or time trial components.

How much do ya'll think other people actually care about that kind of stuff, though?

I'm honestly not sure, since I myself often get annoyed at over-featured sandbox games or old-school turn-based games. Sometimes it can feel like a big time waster when you just want to fap, other times it makes the overall game much more fun, imo.
From experience, the mechanics you described (competing vs an antagonist) sound like NTR realm shit, and ive seen it get a lot of backlash. Now, the NTR crowd will probably love it. I think it was one of lovejoint's games, the one with the twins? Double Homework? There was an ugly nerd kid who you had to fight to keep away from your girls and I remember a TON of people going off about that, warning people away from it, etc. I almost didn't even play it because of that shit. I think I ended up doing it because someone either guaranteed me that the other guy does not win, or maybe they gave me steps to make sure. But I personally dont like that shit and I know lots of others don't either.

There was one where your sister got kidnapped (after you had been fucking around with her)l and I remember people saying if she gets raped or touched, they were dropping the game. I dont think she did, but... I think she could get unalived if you made a wrong choice. And another I didnt play, but there were 2 girls. From what I remember MC goes after both, and then after the halfway point, some other dude comes in and starts trying for them. You cant win both, so the one you focus on the most you get, and the other he wins. And I remember a ton of people being like "this is fine... she wasnt really yours yet just because you were fucking her" or "Well, you have to share, the other guy needs a girl too" and other shit. That was just a nope for me. EDIT: Just remembered another thing that annoyed me about this was that for those who tried to evenly win both by splitting attention, they lost both. And defenders were like "this was the developers way of telling you not to be greedy". Fuck that shit.
 
First of all i want the option to disable them, i like me some minigames but i really got other stuff going on when playing a game like that, you even said it yourself, for example i played some games where you could choose between gameplay + VN and just VN or in others you could decide on skipping that part or doing it yourself. I am all for stat tracking love/corruption collection and character Pages though! At the end of the day most important is the base and i am fine with that, if there is a good gameplay mechanic on top of that i`ll take it but don`t really care.
 
It depends on the game, but the most important mechanic I believe that everyone wants it's that our choices matter and really affect to the story or relationships
 
I think gameplay mechanics can play a significant role, if done correctly and for the right reasons. NEVER implement mechanics to just prolong the game or make intimate moments a transactional reward, but if they are used to "set the mood" and build the narrative, then great!

For instance, you want the player to feel like they are the provider. Making it clear they deserve som gratitude. Then you can have mechanics like hunting, harvesting, buying food, etc. The stakes being that without that, you will starve, be cold, homeless or whatever. Basically, the gameplay mechanics allows you to immerse yourself in the role.

You could also have mechanics that builds anticipation. Finding ingredients for certain potions (sleep, aphrodisiac, erection boosters, fertility boosters...) and mastering making them is exciting because it builds expectations for what to do with them.

Things like "stealth training" or "hitting targets" I think are bad implementations because they ultimately just are blockers from getting what you want. I don't think time pressure and stress mixes well with sexual energy.

Ultimately, you want to make the player feel stuff. That is especially important for porn games; they are all about making the player feel powerful, vulnerable, dominant, loved, in love or whatever else. Don't implement anything that doesn't add to that goal.
 
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