1/3
3 Years of Service
I've recently played some of the Slice of Venture games and while some of the fetishes are really not my cup of tea (the freedom of depravity was appealing though), it was mostly the quest elements that kept me playing. I feel most of the recent VN-type games are missing this kind of multilayered story arcs. In the SoV games this was sometimes poorly executed but they definitely got the essence right.
So in my game I would try to include exactly that, minus the restrictive objectives and the bad endings etc and more like multiple or alternative story arcs (like quests) that depending on your mood in a particular play-through lead to very different scenarios.
My game would definitely have content (tags) that I probably can't mention here, but instead of just adding a filter, it would be a particular choice (your mood) that determines the interactions and shapes how the story unfolds. The (game)mechanics could be really simple or they don't have to be fancy to be effective. Figuring out how to unlock content based on specific decisions, that feel natural in the moment, can be highly entertaining (at least to me).
Since I'll never make a game I don't have to manage my ambitions, so my game would have a lot of elements that aren't immediately obvious and need to be un/discovered. I could be totally off but I imagine most people wouldn't mind a (real) challenge in their x-games (even though regular games mostly do it much better). So what I'm really saying is: dear game developers, make me use my nimble noggin and make me figure stuff out, if done right it can greatly enhance the kink.
my first post, don't drag me (how many are needed again?)
So in my game I would try to include exactly that, minus the restrictive objectives and the bad endings etc and more like multiple or alternative story arcs (like quests) that depending on your mood in a particular play-through lead to very different scenarios.
My game would definitely have content (tags) that I probably can't mention here, but instead of just adding a filter, it would be a particular choice (your mood) that determines the interactions and shapes how the story unfolds. The (game)mechanics could be really simple or they don't have to be fancy to be effective. Figuring out how to unlock content based on specific decisions, that feel natural in the moment, can be highly entertaining (at least to me).
Since I'll never make a game I don't have to manage my ambitions, so my game would have a lot of elements that aren't immediately obvious and need to be un/discovered. I could be totally off but I imagine most people wouldn't mind a (real) challenge in their x-games (even though regular games mostly do it much better). So what I'm really saying is: dear game developers, make me use my nimble noggin and make me figure stuff out, if done right it can greatly enhance the kink.
my first post, don't drag me (how many are needed again?)
