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  • Feb. 2nd, 2016
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    • Current Music: TV On The Radio - Wolf Like Me
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    • hell game
    posted @ 02:58 pm

    thinkinnnnnn about HELL GAME again

    basically i have mixed feelings abt working on it, and my mixed feelings are "i would like there to be a game out there in the "grindy rpg furry/monster porn" genre that's not just rape porn" vs. "making things is exhausting and sometimes i get really tired of making everything sexy". but also sometimes i check the coc forums and it's like, oh my god, what exists out there is just so awful. THE ENTIRE GENRE, BEHOLDEN TO FENOXO'S CREEPY "BIMBOFICATION" FETISH

    anyway the actual practical problem with HELL GAME is that i am kind of stuck between a few different mutually-exclusive concepts:
    • i want it to be like legend of mana, in that there is not really an overarching "plot" where yr a big hero; yr just a person in the world and you end up being the sidekick for a bunch of other character's adventures
    • i don't actually want other characters? like it's all randomly-generated npc/monster-encounters; i wanted to avoid the thing where you have stateless Random Encounters Whom You Fuck and then sexy non-combat dating sim characters who you talk to to progress, with nothing between
    • i don't want to have the fuck or kill dichotomy (or fuck AND kill sometimes) for all the combat encounters
    • i do want there to be a strong mechanical component that's the Main Mechanical Interaction you get & that is rpg-ish and permits grinding

    • also honestly i want it to be super lurid and not really... definitely not plot-focused. basically a contextless grind/fuckfest. so maybe with a lot of dialog, but not with a lot of conceptual stuff or abstract "story". i have a bunch of story documents about the setting but that's mostly for my own use harmonizing the content i write, not rly something for the end user to care about.

    and like... all of those conflict kind of? or at least i don't see a tone & design philosophy that meets all of those requirements. so i still have no real clue of what kind of game i want it to be, despite all the time & code that's been put into it. which is frustrating and disappointing.

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    • snao: (Default)
      [personal profile] snao
      posted @ 09:48 pm (UTC)

      no subject

      I def dont like the mental aspect of bimbofication, but I like DOIN EVIL THINGS with it. Or engaging in body modding madness. That gets distorted tho since the game's really easy to say yes to everything, even the events attempting consent, or trying to frame it as you helping them... It's just too.. convenient!

      Uh! I guess the game, being contextless, would only have story insomuch as it has a history to the landscape as you explore.

      Basically... Every survival game ever just about, but I imagine that the inconvenience of managing a bunch of depleting timers might get in the way of that.. but there are ways to balance it so it doesn't become intolerable, even on a new game where the learning process makes managing such things more difficult.

      idk!

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    • xax: purple-orange {11/3 knotwork star, pointed down (Default)
      [personal profile] xax
      posted @ 10:39 pm (UTC)

      no subject

      i feel like... stuff like fleshcult does that better? in that it's just like, this kind of mad science bending other people's bodies to yr whim in this abstract, transcendent kind of way. in coc & tits it's more like, oh, you're just a huge asshole to everyone? and sometimes yr a huge asshole to everyone in a chemical lobotomy to make them perpetually horny kind of way. but it's kind of a weird mishmash b/c of how many different authors have thrown their stuff into the games, so there's all this tonal whiplash.

      like people can definitely get into coc & tits but idk it always seems to have this, like, friction. you gotta FIGHT AGAINST all the bad parts, or fight against the game interpreting all the rape as like, actual rape, & eventually all that stuff rly saps my interest. but that's like alll there issss, fenoxo's stuff & flexible survival & nimin are all cut from that same cloth, and having abandoned that iiiii don't really know what kinda shape i'd actually want for _my_ game. aah.

      there's probably not gonna be much of a "survival" aspect really, aside from whatever comes in the form of combat; the game map is more like... i've made this comparison a lot but it's hopefully gonna be something like heroes of might and magic? where you move around and trigger events and encounters and visit locations, and that's just the framework of "how to get events to run" instead of e.g., coc's "visit area" buttons or tits' rooms. but then it's like... i have that in place in the code and i have no clue what kind of events i want to be running? and it turns out that's kind of an important thing to decide on, whoops

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    • snao: (Default)
      [personal profile] snao
      posted @ 11:35 pm (UTC)

      no subject

      Well I'm sure you'll figure it out, and yeah...

      To be super blunt, all of Coc/Nimin/Tits' problems stem from instant gratification and RPG tropes that conflict with anything resembling human personality because at its base, the design is tied directly to combat and conflict.

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