by Agrippa » Thu, 11Dec15 13:06
Whow, feedback AND a discussion in a game I worked on. The mall's ads were right, Christmas came early this year!
Tlaero, to tell you the truth, I was not completely satisfied with the characterization, and precisely because of the issues you mentioned. I also think that right and wrong answers should naturally arise from information readily available to the player without being completely and utterly moronic, something that I think I didn't quite accomplish with Emily, although I tried to use "wrong" lines as foreshadowing for further scenes (when she expresses disgust about even talking about her relationship with her parents and later doesn't get angry when you play with her while she talks with her mother). It wasn't noticeable but I think it's an idea that I will play with in further games ("rewarding" wrong choices by giving further information, by pointing to the player what it is that they did wrong or what they should do in further scenes). In any case, I think that when faced with the dilemma of difficulty versus verosimilitude, it's safer to err on the side of the last one. Also, I giggled like a schoolboy when I typed the "friend zone" line.
On another note, the discussion about sex gameplay is very interesting to me. I must say that QTE have been used quite often in LOP games (I think the first one to do so was High School Romance) and it adds some spice to the gameplay, yet it shouldn't be done more than once in a game or it will feel like the usual "press X not to die" mechanic that I personally despise in many games (again, when it's overdone; after all, I liked the first two thirds of "Farenheit: Indigo Prophecy"). The mechanic about having nice or rough sex... well, I tried to do something similar in Moonlust, establishing a nice, romantic Human path and a primal, visceral, Vampire path. They were not mutually exclusive, and the girl did not complain either way (mainly because, as a vampire, you used mind control, super strength, etc... difficult to voice any kind of complaint on the subject), but they affected the ending of the game and the kind of person the main character became (which was kind of the point of the story).
But the problem of interaction is certainly difficult. I would generally agree that Super Deepthroat is one of the most erotic games out there because ot it's mechanic, even though it got old after a while (well, till they introduced dialogue recently and opened a metric ton of replayability cans). Another one I enjoyed was Miminazori, in which you get a diverging maze and the progress along its branches triggers changes on the scene as if you were interacting with it in real time. But all in all, this kind of animations is really hard and time consuming to make in any medium, let alone a good 3d render.
The pleasure meter for the male (the need to hold back) is a fun mechanic, but also got done to death by many awful Hentai Key demos in which you just stared at the screen and paused the action when it was close to a game over. Rinse and repeat. I found it more interesting in the first LOP, in which the stats you built in the sim part of the game carried over to sex scenes, tying the two parts of the gameplay together. The player could get into an unwinnable situation, but he was aaware that it was his own fault for not developing his character beforehand.
So, a very desirable mechanic is graphic hell for the developer, other fun mechanics have already been done (well, that's pretty much a given in everything) and things that require a good hand-eye coordination or two hands on the keyboard would be a really bad idea (which is also a given... in the present genre). What we are left with are either simple interactions or turn-based gameplay (we could say Virtual Date games use the last one), in which case the sophistication of the gameplay becomes more mental, and thus abstract, and that could lead to the player feeling outside of the scene... Well, if there were easy answers we would already have them, wouldn't we?
Edit: Neogoblin, you just need to wave the cursor sideways over the "target zone". You will see graphical progress as you do so.