Hi professional dev here. Looking to make a sandbox game and have tons of years of experience creating games for big named companies.
If you could have a game made by someone like me what mechanics would you love to see in a small open world porn game?
Hi professional dev here. I'm part-time wannabe game designer. Not gonna write you a GDD, but here's some ideas, hope they help and good luck with your project:
First of all, you need to think of the player's absolute needs here. Which is: no matter the gender, single hand control scheme is a must! Well, some folks just use their feet for the game and get double hand action, but I'm not gonna talk about those gymnasts.
So, mechanics: Given the requirements of Small open world... a sandbox as well, let's see the competition: Whorecraft, The Twist, The Last Barbarian, Unreal Lust Theory, Monolith Bay, Personal Study, Carnal Instinct, Breeding Nephelym, World After War.
So, first decision: If you're going to go with a 1 hand control scheme, then you can have some third person, over the shoulder character moving with automatic camera control Q and E to move head to left and right, WASD usual movement, Space to jump, F to interact. Simple. (optional mouse moving for the two handers/feeters). Walking is there just to prolong the life of the gameplay and tease the player. You'll get hate and love for that.
The other option, favorable, more favorable, is the one that sticks to the Interactive VN style that most of us got used to from Ren'py engine games. As such, The Twist and World After War are the best examples for this.
Mechanics: move from one area of the map to another by clicking/interacting with buttons available form a menu or on the screen (just make a world open area map with many still locations to avoid loading between levels, which is infuriating). Arrows to guide to the next area, world map, minimap, you name it. (if you go for UE5, this will lower the requirements for the people who don't use monster rigs)
Interactable objects - the more the better, but they must have a purpose with regard to gameplay or events.
Inventory system for stuff you pick up. Lockpicks for doors, toys, gifts, etc.
VISIBLE NPC schedule - they each follow a schedule, they each have stage and change differently according to the plot, you can see where they are on the map. It's frustrating when you make the player click all the damn rooms only to be told the NPC appears like 7 hours later.
Dynamic interactions - depending on the clothes and items the player has, the NPC will react to them. Add a line or two... or use it as an opportunity for a scene.
Option to NOT do minigames - frustrating, annoying, most of the time not done right. High risk of being game breaking. High risk of being too difficult for a player that just wants to fap. If you do want minigames, make them dumb and dumber level of easy, intuitive, and also rewarding with a scene or something. Work minigames... just no. Fixing stuff minigames (like aligning pipes or connecting wires, that could work). Cleaning minigames (debatable)
That's about it. Can't give more without knowing more details. Sandbox small open world is not a lot to go by.