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Thread: List of hentai platformers & fighting games (links, screenshots)

  1. List of hentai platformers & fighting games (links, screenshots)

    If you know a game which isn't in the list, please reply in this thread.
    I'll update this post from time to time.

    Games 1-50:
    Spoiler


    1. Angel Girl X.
    Rape, tentacles
    Protagonist: female
    Distribution: unknown
    Link: http://swfchan.com/18/86435/
    Attachment 189388

    2. Blank Blood
    Ryona, vore, guro
    Protagonist: female
    Distribution: free
    Link: http://ryonaproject.bake-neko.net/
    Attachment 189389

    3. Vanja's Bondage World
    Rape
    Protagonist: female
    Distribution: commercial
    Link: http://www.vanjas-world.com/games/ac...rld/index.html
    Attachment 189390

    4. Customized Girls Fight
    Rape
    Protagonist: male
    Distribution: commercial
    Download link: http://hentaichan.ru/download/3868-c...rls-fight.html
    Attachment 189391

    5. Demonophobia
    Guro
    Protagonist: female
    Distribution: free
    Link: http://www.mediafire.com/?2dqlwnv22mc
    Attachment 189392

    6. Evigen
    Ryona
    Protagonist: female
    Distribution: free
    Link: http://www.geocities.jp/evigen_1/index.html
    Attachment 189394

    7. Fairy war
    Rape
    Protagonist: female
    Distribution: free
    Link: http://toffisama.wordpress.com/
    Attachment 189400

    8. Fairy war 2
    Rape
    Protagonist: female
    Distribution: free
    Link: http://toffisama.wordpress.com/
    Attachment 189401

    9. Fairy fighting
    Rape, tentacles
    Protagonist: female
    Distribution: free
    Link: http://eluku99.blog93.fc2.com/
    Attachment 189402

    10. Fromage
    Vore
    Protagonist: female
    Distribution: free
    Link: http://fromage01.blog63.fc2.com/
    Attachment 189403

    11. Hanakanmuri
    Ryona, vore
    Protagonist: female
    Distribution: free
    Link: http://swfchan.com/2/8679/?hanakanmuri.swf
    Attachment 189405

    12. Jungle girl
    Rape, tentacles
    Protagonist: female
    Distribution: free
    Link: http://eye.swfchan.com/flash.asp?id=...wf&w=800&h=480
    Attachment 189406

    13. Kwarurariru
    Rape, ryona
    Protagonist: female
    Distribution: free
    Link: http://silco.blog77.fc2.com/page-0.html
    Download link (thanks to sizustar): http://freakshare.com/files/m18bnlls...riru-.zip.html
    Attachment 189407

    14. Nano crisis
    Rape
    Protagonist: female
    Distribution: free
    Link: http://inufactory.blog111.fc2.com/
    Attachment 189408

    15. Nightmare Sphere
    Rape
    Protagonist: female
    Distribution: free
    Link: http://mickmanx.blog71.fc2.com/
    Attachment 189409

    16. Princess of the Ring
    Rape
    Protagonist: female
    Distribution: free
    Link: http://toffisama.wordpress.com
    Attachment 189412

    17. Raped!
    Rape
    Protagonist: female
    Distribution: free
    Link: http://toffisama.wordpress.com
    Attachment 189413

    18. Shinobi Girl
    Rape, tentacles
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ078162.html
    Attachment 189414

    19. Kunoichi Kaos
    Rape
    Protagonist: female
    Distribution: free
    Link: http://toonchamp.com/kk1a.html
    Attachment 189415

    20. Twin Tales
    Rape, ryona
    Protagonist: female
    Distribution: free
    Link: http://www.geocities.jp/evigen_1/index.html
    Attachment 189416

    21. Unholy Sanctuary
    Ryona, rape
    Protagonist: female
    Distribution: free
    Link: http://hatahataragnarok.blog.shinobi.jp/
    Attachment 189417

    22. Viocide
    Vore
    Protagonist: female
    Distribution: commercial
    Link: http://xi.rdy.jp/xisite/viocide.htm
    Link: http://www.dlsite.com/maniax/work/=/.../RJ070541.html
    Attachment 189418

    23. Vorpal Rabbit
    Ryona, guro
    Protagonist: female
    Distribution: free
    Link: http://freakshare.com/files/qr5kkvys...0_0_0.rar.html
    Attachment 189419

    24. Xenophobia
    Ryona, guro
    Protagonist: female
    Distribution: free
    Link: http://rapidshare.com/files/326821709/Xeno-0.22.rar
    Attachment 189420

    25. High Priest Adventure
    Rape, tentacles
    Protagonist: female
    Distribution: commercial
    Link: http://xi.rdy.jp/xisite/hipriad.htm
    Link: http://www.dlsite.com/maniax/work/=/.../RJ035444.html
    Attachment 189495

    26. Prisann Adventure
    Rape, tentacles
    Protagonist: female
    Distribution: commercial
    Link: http://xi.rdy.jp/xisite/priad.htm
    Link: http://www.dlsite.com/maniax/work/=/.../RJ031018.html
    Attachment 189496

    27. Acolyte Adventures
    Rape, tentacles
    Protagonist: female
    Distribution: commercial
    Link: http://xi.rdy.jp/xisite/acoad.htm
    Link: http://www.dlsite.com/maniax/work/=/.../RJ027366.html
    Attachment 189497

    28. Queen's Axe
    Rape
    Protagonist: female
    Distribution: commercial
    V1.5 Link: http://www.dlsite.com/maniax/work/=/.../RJ073102.html
    V2.0 Link: http://www.dlsite.com/maniax/work/=/.../RJ082904.html
    Attachment 189517

    29. Treasure Hunter Mink
    Rape, tentacles
    Protagonist: female
    Distribution: commercial
    Link: http://maniax.dlsite.com/work/=/product_id/RJ071175
    Attachment 189518

    30. Tifa Fight X
    Rape
    Protagonist: female
    Distribution: commercial
    Link: http://maniax.dlsite.com/work/=/prod.../RJ013866.html


    31. Tifa Fight X2
    Rape
    Protagonist: female
    Distribution: commercial
    Link: http://maniax.dlsite.com/work/=/prod.../RJ017433.html


    32. Fantasion
    Rape
    Protagonist: male
    Distribution: commercial
    Link: http://maniax.dlsite.com/work/=/prod.../RJ071653.html


    33. Milia Wars - collection of 3 games
    Ryona, vore
    Protagonist: female
    Distribution: commercial
    Link: http://maniax.dlsite.com/work/=/prod.../RJ064914.html
       

    34. Mitsuko X
    Rape
    Protagonist: female
    Distribution: free
    Link: http://urielmanx7.blogspot.com/
     

    35. Ryona action (ROA)
    Ryona, rape
    Protagonist: female
    Distribution: free
    Link: http://dev.rsaga.org/
     

    36. Battle Slave Fantasia
    Guro, ryona
    Protagonist: male
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ047929.html
     

    37. Lok Alien Sex
    Rape
    Protagonist: female
    Distribution: free
    Distribution: commercial
    Link: http://www.gamesofdesire.com/arcade/lok-alien-sex/
     

    38. Armored Fucker
    Fighting, really stupid controls, frustrating
    Protagonist: female
    Distribution: unknown
    Download link: http://depositfiles.com/ru/files/esplkawpd
     

    39. Street Fucker
    Fighting, bondage, rape
    Protagonist: male
    Distribution: unknown
    Download link: http://depositfiles.com/files/1152598


    40. Demon Girl
    Rape, tentacles
    Protagonist: female
    Distribution: unknown
    Link (thanks to arnoldshortman): http://swfchan.com/1/1997/?Demon+Girl.swf
     

    41. Armored Fucker Final
    Fighting, rape, much less frustrating than Armored Fucker
    Protagonist: female
    Distribution: unknown
    Link: http://www.mediafire.com/?djhdshzi7iirx56 Password : Ryonani


    42. Fox Tale
    Ryona
    Protagonist: female
    Distribution: free
    Link: http://ryonaproject.bake-neko.net/
     

    43. Nana Game
    Ryona
    Protagonist: female
    Distribution: free
    Link: http://ryonaproject.bake-neko.net/


    44. RYSTG
    Ryona
    Protagonist: female
    Distribution: free
    Link: http://ryonaproject.bake-neko.net/
     

    45. Brutal Girl Violation 2
    Fighting, little guro
    Protagonist: male
    Distribution: unknown
    Download link: http://www.megaupload.com/?d=36UWIDWE
     

    46. Dragon Bride
    Rape
    Protagonist: futa
    Distribution: commercial
    Link: http://pubis.x.fc2.com/main/flame.html
    Link: http://www.dlsite.com/maniax/work/=/.../RJ075686.html
     

    47. Tower of Change
    Ryona, petrification, vore, rape
    Protagonist: female (first stage as male)
    Distribution: free
    Chapter 1: http://rapidshare.com/files/41145263...1V1.3.zip.html
    Chapter 2: http://www.4shared.com/file/Mdpa1Gjc...apter2V12.html
     

    48. Run Sailor Moon Run
    Rape, tentacles
    Protagonist: female
    Distribution: unknown
    Link: http://swfchan.com/19/94444/?run-sailor-moon-run.swf
     


    49. TABOO
    Rape
    Protagonist: male
    Distribution: commercial
    Link: http://maniax.dlsite.com/work/=/prod.../RJ051020.html
     

    50. 171
    Tentacles, rape
    Protagonist: sort of octopus
    Distribution: unknown
    Download link: http://www.mediafire.com/?io2mnmmnxfm
     

    Games 51-100
    Spoiler

    51. Silent Desire 2
    Some ryona, some vore
    Protagonist: female
    Link (thanks to tetsX): http://compro.sakura.ne.jp/game/
     

    52. Small Ogre
    Beatings, some guro, rape
    Protagonist: male monster / female
    Link: http://www.mediafire.com/?dd0jgm2272b6bng
    Link (version by Prettykitty): http://www.mediafire.com/?haf67apfialwpel
     

    53. American Sexy Channel 3
    Nudity, nothing really interesting
    Protagonist: male
    Link: http://www.sutorippu.com/content/ame...sexy-channel-3
     

    54. Miko-san Fighter! Ryouko-chan
    Boring, really boring
    Protagonist: female
    Download links:
    http://www.mediafire.com/?r88oocjwzo85rzr
    http://www.mediafire.com/?1gttb2iq0kxettk
    http://www.mediafire.com/?xg8hx4925cl8lhx
    http://www.mediafire.com/?iilr7uli770i05o
     

    55. M.U.G.E.N.
    Fighting, tentacles, rape, vore
    Protagonist: female or male or monster
    ULMF thread: http://www.ulmf.org/bbs/showthread.php?t=629
    Engine link: http://elecbyte.com/ (you still need to find and download all erotic/ryona/vore/hentai characters)
     

    56. Project X
    Furry, rape, tentacles
    Protagonist: female furry
    Site (thanks to blackheart9912): http://projectx.creatuforo.com/index.php[/QUOTE]
    Download link: http://neoeclipseworld.com/secretfiles/projectx/
     

    57. Super Strip Fighter IV
    Rape, fighting
    Protagonist: female or male
    Link: http://www.dlsite.com/maniax/work/=/.../RJ061235.html
     

    58. Caprice Doll
    Rape, tentacles
    Protagonist: female
    Link: http://www.dlsite.com/maniax/work/=/.../RJ078308.html
     

    59. Corta's PLATFORMER
    Rape
    Protagonist: female
    Link: http://legendofkrystal.com/forum/vie...634b7adba9eac8
     

    60. Quest of Ki
    Rape, tentacles, vore
    Protagonist: female
    Distribution: free
    Link (thanks to Arylin): http://turbobit.net/74uq51xivute.html
    Link (thanks to slayerdart12): http://www.mediafire.com/?9gtmz85qte26jpx
      

    61. Ragnabuster 2.0
    Boring H content
    Protagonist: female
    Link: http://www.dlsite.com/maniax/work/=/.../RJ015390.html
      

    62. Mahou Shoujo Mayuko-chan
    Heavy ryona, guro, fighting.
    Protagonist: monster
    Distribution: free
    Link (thanks to Arylin): http://turbobit.net/rql0sl1bmkrk.html
     

    63. Ku and purple Imouto
    Mostly vanilla, some bondage, some tentacles.
    Protagonist: female
    Link: http://www.dlsite.com/maniax/work/=/.../RJ079102.html
     

    64. A4
    Rape
    Protagonist: female
    Link: http://www.dlsite.com/maniax/work/=/.../RJ031519.html
     

    65. Legend of Kokage
    Rape, ryona, guro
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ078367.html
     

    66. Sephilia Fight
    Rape
    Protagonist: monster
    Download link (thanks to kenmaster): http://www.4shared.com/file/F5xj8vaD/SephiliaFight.html
     

    67. Flying unbirth ninja
    Unbirth
    Protagonist: female
    Link: http://aryion.com/content/fubn
     

    68. Wanda and the Pink Horse
    Just bit of nudity
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ082148.html
     

    69. Holdover
    Nudity, ryona
    Protagonist: female
    Link: http://www.foxeye.squares.net/produc...over/index.htm
     

    70. Nightmare Sphere 0
    Rape
    Protagonist: female
    Link: http://mickmanx.blog71.fc2.com/
     

    71. H Empress Prisoners
    Rape, tentacles
    Protagonist: female
    Link: http://www.dlsite.com/maniax/work/=/.../RJ083171.html
        

    72. CB Test
    Rape
    Protagonist: female
    Link (thanks to Prettykitty): http://kyrieru.blogspot.com
     

    73. Resident evil -Progeny-
    Rape
    Protagonist: female
    Link (thanks to Prettykitty): http://resigame.blogspot.com
      

    74. Another Dimension
    Ryona, guro, vore, rape, horror
    Protagonist: female
    Link: http://allie-adventures.uberportal.com/
      

    75. Rush
    Rape
    Protagonist: female
    Link: http://legendofkrystal.com/forum/vie...php?f=7&t=1241
     

    76. WITCHCRAFT
    Rape
    Protagonist: female
    Link: http://www.vanjas-world.com/games/ac...ame/index.html
     

    77. Iris Action
    Rape, tentacles
    Protagonist: female
    Link (thanks to a1a2a34): http://irisaction.blog.fc2.com/
    Download link (thanks to a1a2a34): http://lix.in/-a343b5
     

    78. Elementar
    Ryona, guro
    Protagonist: female
    Link (thanks to sizustar): http://freakshare.com/files/iwfb76kx...11005.rar.html
     

    79. Mighty My Master
    Hard to get H-Content, boring H-Content
    Protagonist: male
    Distribution: commercial
    Link: http://www.getchu.com/soft.phtml?id=667148&gc=gc
     

    80. Amazon Kara
    Ryona, yuri
    Protagonist: female
    Link (thanks to a1a2a34): http://toffisama.wordpress.com


    81. Rape Game
    Rape
    Protagonist: male
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ070460.html
     

    82. Hell Fucking Atrocity
    Ryona, rape, beatings
    Protagonist: male
    Distribution: commercial
    DLsite link (thanks to a1a2a34): http://www.dlsite.com/maniax/work/=/.../RJ081113.html
      

    83. Fighting of Ecstasy
    Rape
    Protagonist: monster
    DLsite link (thanks to a1a2a34): http://www.dlsite.com/maniax/work/=/.../RJ053122.html
     

    84. Hounds of Blade
    Rape
    Protagonist: female
    Link (thanks to Densile): http://inufactory.blog111.fc2.com/
     

    85. Furry Fury: Legend of the Twin Orbs
    Rape, furry
    Protagonist: female
    Link: http://dirtyc101.blogspot.com
      

    86. Honey Quest
    Rape
    Protagonist: female
    Distribution: free
    Link (thanks to Arylin): http://turbobit.net/kg2seeengcnl.html


    87. Kurovadis
    Rape
    Protagonist: female
    Distribution: commercial
    Link (thanks to Kyrieru): http://kyrieru.blogspot.com/


    88. Sailor Moon Slaughter
    Guro
    Protagonist: male
    Download link: http://115.com/file/cl0hawyh#CaptionMain.swf


    89. One Shota
    Rape
    Protagonist: male
    Link (thanks to a1a2a34): http://excessm.jp/onesyota/index.html


    90. Beginning of the End
    Ryona, guro
    Protagonist: female
    Link: http://a4san.blog39.fc2.com/


    91. Mushroom Kingdom Princess
    Nudity, some rape
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/announc.../RJ084666.html


    92. Kuniochi ga Iku
    Nudity, some rape
    Protagonist: female
    Distribution: commercial
    Link: http://softhouse-seal.com/product/05...chi/index.html
    Link (thanks to zeint): http://www.dlsite.com/maniax/work/=/.../RJ089717.html


    93. Melly's Futanari Island
    Futa, rape
    Protagonist: futa
    Distribution: free
    Link (thanks to cahoszerox): http://toffisama.wordpress.com/2012/...tanari-island/


    94. Fatal Fight
    Fighting, nudity, some gore.
    Protagonist: male
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/product_id/RJ090446


    95. Luminous Heart
    Ryona, some guro.
    Protagonist: female
    Distribution: free
    Link (thanks to Mixology): http://rapidgator.net/file/17980811/lum.rar.html


    96. Ryonopolis
    Ryona, vore
    Protagonist: female
    Distribution: free
    Link: http://www.ryonani.com/blogs/detritus/


    97. Incubus hunter
    Rape, tentacles
    Protagonist: female
    Distribution: free
    Link: http://dotaction.blog.fc2.com/


    98. Hanakanmuri Circle
    Ryona, guro, vore
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/ecchi-eng/work.../RE087067.html


    99. Adjacent land
    Rape, nudity
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ087975.html


    100. Splatter School
    Guro, ryona, rape
    Protagonist: female
    Distribution: commercial
    Link (thanks to CPTKeith): http://b.dlsite.net/RG11840/


    Games 101-...
    Spoiler

    101. Fighting Yuna
    Rape, nudity
    Protagonist: female
    Distribution: commercial
    Link (thanks to Diego99): http://www.dlsite.com/maniax/work/=/product_id/RJ093483


    102. Vanja's Queen & Dragon
    Rape, tentacles.
    Protagonist: female
    Distribution: commercial
    Link: http://www.vanjas-world.com/games/ac...gon/index.html


    103. Vanja's Rise of the Lord of Tentacles
    Rape, tentacles.
    Protagonist: female
    Distribution: commercial
    Link: http://www.vanjas-world.com/games/ac...les/index.html


    104. Ries_z Action
    Rape, lots of Japanese text
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/product_id/RJ088592


    105. JK Action
    Rape, tentacles
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/work/=/.../RJ094053.html


    106. Princess Christiane
    Rape
    Protagonist: male
    Distribution: commercial
    Link (thanks to a1a2a34): http://www.dlsite.com/maniax/work/=/product_id/RJ094751


    107. Poor Sakura Fight 2
    Rape, tentacles
    Protagonist: monster
    Distribution: commercial
    Link (thanks to blob27): http://www.dlsite.com/maniax/work/=/.../RJ094682.html


    108. Vu-Anisu Virgin Warrior
    Rape, some tentacles
    Protagonist: female
    Distribution: commercial
    Link (thanks to derakino999):http://www.dlsite.com/maniax/work/=/.../RJ096191.html


    109. Paperheads
    Rape
    Protagonist: female
    Distribution: free
    Blog: http://wolfenstahl.blogspot.de/


    110. Prisonkage
    Ryona, guro, rape
    Protagonist: female
    Distribution: free
    Blog (thanks to necrosisx): http://vosmug.wordpress.com


    111. Hunter's H
    Guro, rape, fighting
    Protagonist: female
    Distribution: commercial
    Link (thanks to zeint): http://www.dlsite.com/maniax/work/=/.../RJ096996.html


    112. Nekomeme
    Ryona, rape
    Protagonist: female
    Distribution: free
    Link: http://nekonomemegame.blog.fc2.com/


    113. Seisyori Robot.
    Rape
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/announc...ct_id/RJ095674


    114. Floating pallet
    Panties, fighting
    Protagonist: female
    Distribution: free
    Blog: http://www2.tba.t-com.ne.jp/kyanpisia/


    115. Guild Meister
    Rape
    Protagonist: female
    Distribution: commercial
    Link: http://www.dlsite.com/maniax/announc...ct_id/RJ097938


    116. Framboise and Evil Nazi
    Rape
    Protagonist: female
    Distribution: free
    Blog: http://www.pinkpencil.com/


    117. Rouge
    Rape
    Protagonist: female
    Distribution: free
    Blog: http://popodot.blog.fc2.com/


    118. EACT Game
    Rape
    Protagonist: female
    Distribution: free
    Blog: http://furonejumi.blog.fc2.com/


    119. Miniwars
    Vore, rape
    Protagonist: female
    Distribution: free
    Link (thanks to ramza91): http://dgate.x.fc2.com/miniwars/game.html


    120. 100nin
    Tiny, guro
    Protagonist: male
    Distribution: free
    Link (thanks to tofuman80): http://www.serversman.net/robot-node/game/100.html


    121. Bone Head
    Tiny, guro
    Protagonist: monster
    Distribution: free
    Link (thanks to tofuman80): http://www.serversman.net/robot-node/game/bheadhtml.htm


    122. Crystal Hunter
    Tiny, petrification
    Protagonist: female
    Distribution: free
    Link (thanks to tofuman80): http://www.serversman.net/robot-node/game/crystal.html


    123. Submarine Fort
    Tiny, ryona
    Protagonist: female
    Distribution: free
    Link (thanks to tofuman80): http://www.serversman.net/robot-node/game/sub.html


    124. Mutant Tentacle Odyssey
    Rape, little guro
    Protagonist: monster
    Distribution: commercial
    Link (thanks to deekinFTW): http://www.dlsite.com/maniax/work/=/.../RJ099685.html


    125. Manami and 3 mysterious islands
    Rape, cute
    Protagonist: female
    Distribution: commercial
    Link (thanks to dijitz): http://www.dlsite.com/maniax/work/=/product_id/RJ100009


    126. Kinky Dream Fighters
    Rape, beatings
    Protagonist: male or female
    Distribution: commercial
    Link (thanks to blackheart9912): http://www.dlsite.com/maniax/announc...ct_id/RJ100822


    127. Anise Adventures
    Rape
    Protagonist: female
    Distribution: commercial
    Link (thanks to Foyox66): http://www.dlsite.com/maniax/announc.../RJ101211.html


    128. Kuniochi ga Iku 2
    Rape
    Protagonist: female
    Distribution: commercial
    Link (thanks to Foyox66): http://www.dlsite.com/maniax/work/=/.../RJ099745.html




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    Last edited by Mombo; 09-11-2012 at 09:25 PM.

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  3. That being said, do you think the "key input escape" system is the best choice? I've seen that implemented everywhere. Granted, it's intuitive and quick, but sort of feels lacking. The other system I've seen is a RPS-style system, in which one choice leads to escape, while another punishes with a second round. Would it be right to say that the best system is the one that's fast and twitchy? In other words, whether you escape or suffer assault is determined very briefly?

    I've also another question: if you were granted more than just one character to control, then you could conceivably have multiple characters, and those characters could be assaulted while you're still fighting. It's a case of "distraction vs. protection." Say, one of your characters is keeping a really "hard" monster indisposed of, while you finish up the others. It's sort of a play on crowd control. That way, you can choose to intervene or not, and still have a fight going, no longer suddenly breaking the flow of the fight. Obviously, a character that did this would have skills to do it well, and a character that didn't have those skills/design would suffer for it.

    It's hard to include an activity which is, by definition, time consuming and repetitive in order to be appealing, without sacrificing the gameplay. The only quick fix I've seen so far is including more than one character involved in the situation, sort of like that one game where you're the guy who shepherds the women on the team, who can end up being abused for not taking care of them.

    It's like Lemmings or The Humans, but with rape!

  4. Quote Originally Posted by dienow View Post
    That being said, do you think the "key input escape" system is the best choice? I've seen that implemented everywhere. Granted, it's intuitive and quick, but sort of feels lacking. The other system I've seen is a RPS-style system, in which one choice leads to escape, while another punishes with a second round. Would it be right to say that the best system is the one that's fast and twitchy? In other words, whether you escape or suffer assault is determined very briefly?
    Well, it does engage the sexual encounter as part of the core mechanic of the game instead of leading to a narrative event/cutscene. And the "key input escape" could be a reflex based challenge, so that could fit well with action based games like platformers. I'm not sure what you mean by lacking. Personally I think it works for a GoR scenario as it acts like a "quick time event" to get out of a grapple or punishing state to the player. Id's "Rage" had a death mini-game where you have to revive your avatar by shocking your heart, which could kill any nearby enemies if you perform well in the mini-game. It was also connected to a "lives" system in the game, so the player only has a limited number of times of doing this before they reach a real termination condition. That could be something like a struggling system but still based upon a reflex based challenge.

    Quote Originally Posted by dienow View Post
    I've also another question: if you were granted more than just one character to control, then you could conceivably have multiple characters, and those characters could be assaulted while you're still fighting. It's a case of "distraction vs. protection." Say, one of your characters is keeping a really "hard" monster indisposed of, while you finish up the others. It's sort of a play on crowd control. That way, you can choose to intervene or not, and still have a fight going, no longer suddenly breaking the flow of the fight. Obviously, a character that did this would have skills to do it well, and a character that didn't have those skills/design would suffer for it.
    Sounds like escort based games like Amy, Siren, or (arguably) Resident Evil 5. This could get frustrating if the AI programmed into the allies is not really good or their behavior in the core mechanics is just annoying the player. For example, say you have it programmed that the player's avatar cannot go through their allies and the ally was blocking a door way, then the player has to figure out some way of getting around their ally to progress. This could build more frustration if the narrative of the game is meant to make the player feel an "emotional connection" to the NPC through a narrative event, when their behavior in the core mechanics of the game just pisses them off.

    I assume what your talking about here is the NPC allies could be "raped" by the rape monsters while the player's avatar is free to attack or move around (and vice versa). "Nightmare Sphere" and "Nightmare Sphere Zero" kind of have a similar feature, but with friendly NPCs maybe attacking hostile NPCs that are on top of your avatar to free you (or vice versa). I don't think it could be a distraction, but this depends on the AI and the player's opinion of the NPCs here, as escort-missions in games tend to frustrate some players. "Nightmare Sphere" kind of got around this as these are not official companions and the player is never punished for them being raped or killed by hostile NPCs. In fact, they only exist to reward the player with light-points to purify their soul, only after any enemies are killed in the same screen the friendly NPC is in.

    Either way, what your asking is to take a standard game template and add more features to it with the question "would this distract from the main template?" I don't think so since there are many games that experimented with a single template and resulted in a unique experience. "Pitfall" on the Atari 2600 could be stated as the first platformer, but games today like "Rayman Origins" or "Unepic" have taken the platformer genre in two radical directions to make them stand out, but still be considered platformers. There can be bad attempts of using these templates, such as some people don't like the Vanja world platformer games for their buggy gameplay, Or "Mortal Kombat: Sub-Zero" for the Playstation. In fact, you could say that "Mortal Kombat: Sub-Zero" tried to marry platformer/RPG with fighting mechanics and fail, yet Capcom did something similar with "Megaman X4" with Zero and do a hell of a lot better.

  5. I meant "distraction" in a more game mechanic sense. You "distract" a powerful monster by keeping him busy, while you wipe up his little cohorts. Instead of escorting, per se, have allies that do contribute to your battle, like in Tales of Phantasia, or similar. Moving through them would work more like a standard fighting game context, in that you clip through allies, but not through enemies. Walk n' beats are always fun. You hopefully feel an attachment to your allies because of their character, contribution to fighting, etc., but you wouldn't cry if the naughty succubus on your team decided to form an impromptu magical gangbang session with half the enemies on the map, while you annihilate the other half. Using the sex as a pro/con feel, and thinking that "why not let them keep going, it seems to be helping!" vs. "must prevent rape, but oh no, I failed, now enjoy the scene while you try and reach" would give you the option of thinking of the mechanic in two ways: one way you WANT to happen, and the other way you DON'T want to happen, but can still enjoy the experience with.

    And the point of my query is not to decide "what would distract," but, rather, "what would fuse?" The idea is to seamlessly make the H content a part of the game, instead of something that can end up seeming like an afterthought.

    By "feels lacking" with key-input, it's more that it gets tiring. Something a little more cerebral would be interesting.

  6. Quote Originally Posted by dienow View Post
    I meant "distraction" in a more game mechanic sense. You "distract" a powerful monster by keeping him busy, while you wipe up his little cohorts. Instead of escorting, per se, have allies that do contribute to your battle, like in Tales of Phantasia, or similar. Moving through them would work more like a standard fighting game context, in that you clip through allies, but not through enemies. Walk n' beats are always fun. You hopefully feel an attachment to your allies because of their character, contribution to fighting, etc., but you wouldn't cry if the naughty succubus on your team decided to form an impromptu magical gangbang session with half the enemies on the map, while you annihilate the other half. Using the sex as a pro/con feel, and thinking that "why not let them keep going, it seems to be helping!" vs. "must prevent rape, but oh no, I failed, now enjoy the scene while you try and reach" would give you the option of thinking of the mechanic in two ways: one way you WANT to happen, and the other way you DON'T want to happen, but can still enjoy the experience with.
    Interesting, so the friendly NPC would have the action of charming the rape-monsters into sex and keep them occupied while the player's avatar can take down other enemies, and finally finish off the rape monster being 'busy' with your ally? It could be a really fun mechanic to use in a game, but I don't know if I would call that a GoR game. Plus it could be argued that the player isn't doing anything in the sexual encounter but just watching a "minor" narrative event with a friendly NPC and rape monster, so there may not be anything interactive (unless you throw in a struggling mechanic). Maybe the friendly NPCs have a limit on how long they could engage in sex with or keep the enemy occupied, but it could be an interesting mechanic for "crowd control."

    Quote Originally Posted by dienow View Post
    And the point of my query is not to decide "what would distract," but, rather, "what would fuse?" The idea is to seamlessly make the H content a part of the game, instead of something that can end up seeming like an afterthought.
    I think it depends on how you implement the mechanic, but I'm not sure what you mean by that question really. For example, if you have the entire game pause so it could show a large sprite of the succubus being gangbanged by one horny orc when a collision event occurs along with dialogue, that would definitely be a distraction. It would get even worse if the succubus could have multiple creatures on here and repeatedly trigger this narrative event with each collision. Now if you kept it simple as a normal sprite animation appearing on the spot where the friendly NPC was, similar to how the sprite animation of the avatar in Kurovadis transforms into the rape-sprite, it would be less distracting.

    It sounds like you want to make this "promise for sex as a distraction" feature a strategy the player should use in the game to progress further. Such as thinning down the number of a horde of horny orcs with the succubus so the female avatar has a smaller number to take on (and hopefully not get raped by). I think its a great idea as it could encourage exploration and getting sexual rewards to the player, like a GoR game, but not by losing in the main challenges to get those sexual rewards typical of GoR games.

    Quote Originally Posted by dienow View Post
    By "feels lacking" with key-input, it's more that it gets tiring. Something a little more cerebral would be interesting.
    Well, Reflex-based games require little cerebral use, hence why they are called "reflex" and are not mistaken with Chess. But throwing in some random elements might help make the struggle mechanic more appealing. One feature I thought "Bioshock 2" did right over its predecessor was the hacking system for the terminals. You just had a dial moving left and right and had to time it right on the green spots. If you miss and get the white spots, you just suffer damage and end the hacking state. Get green and you win one round. If you get red though, you suffer damage and trigger the security system. You could try implementing something similar with a struggling system. The player needs to press a button when the dial is on a green zone to free their avatar; white will free them but with some extra damage; and red will make the creature cum, delivering extra damage and a de-buff like having an egg lodged into them or poison.

  7. Uh, I think there's a serious communication issue here, which is actually kind of funny. I was talking about platformer games, not necessarily GoR. I don't think that the "reward" should result from failure, in general. If it's an entire segment of scenes after losing, and it serves to further the plot/game in a respectable or exciting way, then it's perfectly fine. As a "lose, receive CG" mechanic, I think it's quite lame. If you end up having to purposely do bad to achieve something, it's a complete inversion of human nature.

    Per using allies, it would make sense that you could also switch between allies. In the sense that you would want to enter an H segment with the right character at the right time, you could switch over to that character and play a little minigame which increases whatever damage/bonuses you do during the H segment. Do better, hotter sex in your favor. Do worse, you lose in game mechanics/stats. Use it as a way of furthering your cause, but also something that can further the enemy's cause, while you still benefit from tits and ass.

    "Distraction" would mean what you're getting at, which is basically that the H content interferes with the game mechanics. "Fusion" would be that the H mechanics fit INTO the game mechanics, in a positive, fun, and hopefully enticing way. Make it so that the sum result of playing isn't two rewards: do well and have fun blasting shit, do poorly and get CG/dead. Make it so that it's one reward: do well, have fun, and have ero. That doesn't fit into the GoR genre, and I'm not trying to make it do so. Not all platform hentai games need be GoR. I think it is its own proper category, and wish more games for it. BF/VS is more what I'm looking at, as that's more conducive to seamless gameplay.

    Tron motorcycle racing is Reflex-based, but it also has a cerebral element: you're purposefully trying to trap your opponent using feints and mind games, using an overall strategy. Winning in the long game requires boxing him in and working him to death. The winner is the one with the best plan. There's tons of other games like this, where you have an element of pure reflex, but also of strategy. Say, like you said, you have options: press one button that pops up, receive freedom. Still, you could wait a bit, and hope for a better button to pop up: the button that does an AoE AND lets you escape. Risk/reward is important. It adds thrill.

    One of the games I think does "failure is fun" right would be... Dwarf Fortress.

    It's not a matter of if you will lose, it's how. Will you be cut to death by an army of invading goblins? Will you mistakenly flood your entire dwarf camp with lava? Will animals get a taste for blood, start forming an animal army, and then massacre you? Will you somehow knock out all the supports for your camp and be crushed to death? Will your citizens all go completely insane, kill each other, and then jump into lakes? Who knows! Let's find out. It would be nice to incorporate a real "failure is exciting" element, instead of "let's kill ourselves to get that CG/scene."

  8. Quote Originally Posted by dienow View Post
    Uh, I think there's a serious communication issue here, which is actually kind of funny. I was talking about platformer games, not necessarily GoR.
    Well, you could turn any genre of games (RPG, Action, and Adventure genres) into a GoR game. But it seems like I'm wrong in assuming the game you are talking about is a GoR game, so my bad.

    Quote Originally Posted by dienow View Post
    Per using allies, it would make sense that you could also switch between allies. In the sense that you would want to enter an H segment with the right character at the right time, you could switch over to that character and play a little minigame which increases whatever damage/bonuses you do during the H segment. Do better, hotter sex in your favor. Do worse, you lose in game mechanics/stats. Use it as a way of furthering your cause, but also something that can further the enemy's cause, while you still benefit from tits and ass.
    So some allies would be better at sexual intercourse with some creatures? Like a "Pokemon" rock-paper-scissor system? It sounds like it could still be a BF system, but that is just my opinion. It might make a fun puzzle/platformer game where you have to figure out which girls (or guys) to send to what creature to progress further.

    Quote Originally Posted by dienow View Post
    "Distraction" would mean what you're getting at, which is basically that the H content interferes with the game mechanics. "Fusion" would be that the H mechanics fit INTO the game mechanics, in a positive, fun, and hopefully enticing way. Make it so that the sum result of playing isn't two rewards: do well and have fun blasting shit, do poorly and get CG/dead. Make it so that it's one reward: do well, have fun, and have ero. That doesn't fit into the GoR genre, and I'm not trying to make it do so. Not all platform hentai games need be GoR. I think it is its own proper category, and wish more games for it. BF/VS is more what I'm looking at, as that's more conducive to seamless gameplay.
    Games like those seem to be rare, especially from Japan. I'm not meaning to pass judgement on a country or even anyone that works at uploading doujins/games on DLSite, but there seems to be this desire to see the sexual rewards from failing at the game, and usually this is done with a female protagonist. One annoying stereotype I see in a lot of these hentai games is the female is always an "innocent" person that tries to remain celibate or virgin-like through the entire game--like women are not meant to be horny or sexually creative as men are. One obscure Flash RPG that kind of emphasized this would be "Myth Complexity 2." In that game you had to cast a charm spell on various hostile forces and then defeat them in combat. Once that is done, you can see the sex events in the main menu of the game. Think of it like "Pokemon," except you're enticing the various monsters to mount your female avatar instead of trapping them in a ball.

    I'd like to make a game like that as well, and I got a few ideas to try. Unfortunately with college taking up most of my time and the stress of unemployment, I can't dedicate much to this personal project.

    Quote Originally Posted by dienow View Post
    Tron motorcycle racing is Reflex-based, but it also has a cerebral element: you're purposefully trying to trap your opponent using feints and mind games, using an overall strategy. Winning in the long game requires boxing him in and working him to death. The winner is the one with the best plan. There's tons of other games like this, where you have an element of pure reflex, but also of strategy.
    If you're looking for examples of how to apply cerebral challenge to a reflex-challenge, try looking around at some games that are action/strategy based. Usually these require having some plan ahead of time on what you intend to do so you are "one step ahead" of your opponent. "Magic: The Gathering" is very good at this as people can put together a lot of ideas for unpredictable decks and need to figure out ways to counter them with their own decks. "Prince of Persia" or "Portal" are examples where you have to plan out a proper order of reflex-challenges to do in order to solve a room; such as you need to perform X wall runs and grab a rope in the former, and you need to fling yourself through a portal a few times to get to a higher spot in the latter. Look around at some other games that have this blend of action/strategy and think, "Okay, so how could this work as a struggling mechanic?" The example you gave with Tron may be too complicated for a struggling mechanic, but there may be some others out there to use. Or if you're not looking for a struggling mechanic, maybe you could use it for that system you mentioned above with specific allies being better with certain creatures.

    Quote Originally Posted by dienow View Post
    One of the games I think does "failure is fun" right would be... Dwarf Fortress.

    It's not a matter of if you will lose, it's how. Will you be cut to death by an army of invading goblins? Will you mistakenly flood your entire dwarf camp with lava? Will animals get a taste for blood, start forming an animal army, and then massacre you? Will you somehow knock out all the supports for your camp and be crushed to death? Will your citizens all go completely insane, kill each other, and then jump into lakes? Who knows! Let's find out. It would be nice to incorporate a real "failure is exciting" element, instead of "let's kill ourselves to get that CG/scene."
    I think that is where the game doesn't necessarily "end" when a termination condition (i.e. game over) is triggered. "A Valley Without Wind", and Indie platformer game on Gamersgate uses a similar mechanic. When your avatar dies, there is a perma-death system that keeps that avatar dead. But all of your items and spells get transferred over to a new avatar with different stats. If your new avatar goes to the spot where your previous avatar was, they would have to fight a ghost of that dead avatar. Have too many dead avatars in one spot and they rally together to form a ghost army to invade your camp! The developers stated that they didn't want the game to "end" or have the flow of the game halted with the death of the player's avatar. So the game continues on even if there is a perma-death system.

    It's a lot like "Dungeons & Dragons" that the campaign of the game still continues on even with the death of a character. Those make fascinating parts of the game story, especially when a character dies in a heroic or hilarious way. But most video games either respawn the avatar after death from a checkpoint or with some minor penalties (like XP loss), or they implement a perma-death system that seems appealing to hardcore players only. But having the game's campaign go on even after the death of the main avatar seems to be a new concept in these games. Imagine if commander Shepard dies from a bullet to the head in the first mission of Mass Effect 3 and the player is given command of a completely separate commander to play as all the way to the end. It would really shatter the story BioWare is trying to tell in the Mass Effect series if Tali or Miranda has the same emotional attachment to this "other" commander the same way they had an attachment to Shepard. Yet they need to keep the death mechanic to punish the player for doing poorly in the game, such as rushing a reaper ship with a pistol.

  9. Quote Originally Posted by Silvar View Post
    Well, you could turn any genre of games (RPG, Action, and Adventure genres) into a GoR game. But it seems like I'm wrong in assuming the game you are talking about is a GoR game, so my bad.
    Ah, yes, I probably didn't communicate what I was trying to say very well. I'm not really offering up any particular ideas for, well, review... just asking questions. What people think about the topics we're discussing.

    So some allies would be better at sexual intercourse with some creatures? Like a "Pokemon" rock-paper-scissor system? It sounds like it could still be a BF system, but that is just my opinion. It might make a fun puzzle/platformer game where you have to figure out which girls (or guys) to send to what creature to progress further.
    Something like that. More that you'd want to keep your sexy characters away from monsters that don't match their mood (keep the girl that doesn't like tentacles away from the tentacles, or all of them away from monsters that don't even want sex), and keep the pure characters away from monsters in general, or they'll get abused. It's like being a shepherd of the flock, and sending wolves to fight wolves, and sheep to fight sheep.

    Games like those seem to be rare, especially from Japan. I'm not meaning to pass judgement on a country or even anyone that works at uploading doujins/games on DLSite, but there seems to be this desire to see the sexual rewards from failing at the game, and usually this is done with a female protagonist. One annoying stereotype I see in a lot of these hentai games is the female is always an "innocent" person that tries to remain celibate or virgin-like through the entire game--like women are not meant to be horny or sexually creative as men are. One obscure Flash RPG that kind of emphasized this would be "Myth Complexity 2." In that game you had to cast a charm spell on various hostile forces and then defeat them in combat. Once that is done, you can see the sex events in the main menu of the game. Think of it like "Pokemon," except you're enticing the various monsters to mount your female avatar instead of trapping them in a ball.
    I agree completely on the idea regarding Japan. It's become a sort of... gold rush: get a shitty game out, make some money, keep making shitty games. The lack of proper demos, and the willingness of people to buy shitty games and then pirate them, creates a distortion of the market. People will buy anything, but probably be disappointed. The ones that are actually good... sell for about the same price as the crap, or more. I've seen ratings been artificially inflated on dlsite, much to my disdain. The lack of ideas is attributable to the lack of effort. Nobody is willing to take a chance on innovation, when you can turn out something terrible and still sell. There's also the unfortunate Dragon Quest effect: everyone wants to do the same damn thing, because everyone is held up on the same damn concepts. Nobody wants to do that "silly American" game stuff, where you try and impress the player with a dynamic, well-crafted story that doesn't include mind-numbing grinding like Persona.

    I'd like to make a game like that as well, and I got a few ideas to try. Unfortunately with college taking up most of my time and the stress of unemployment, I can't dedicate much to this personal project.
    I'd venture "collaborative project," but I don't know anyone well enough to offer something like that. Better to just throw around ideas here.

    If you're looking for examples of how to apply cerebral challenge to a reflex-challenge, try looking around at some games that are action/strategy based. Usually these require having some plan ahead of time on what you intend to do so you are "one step ahead" of your opponent. "Magic: The Gathering" is very good at this as people can put together a lot of ideas for unpredictable decks and need to figure out ways to counter them with their own decks. "Prince of Persia" or "Portal" are examples where you have to plan out a proper order of reflex-challenges to do in order to solve a room; such as you need to perform X wall runs and grab a rope in the former, and you need to fling yourself through a portal a few times to get to a higher spot in the latter. Look around at some other games that have this blend of action/strategy and think, "Okay, so how could this work as a struggling mechanic?" The example you gave with Tron may be too complicated for a struggling mechanic, but there may be some others out there to use. Or if you're not looking for a struggling mechanic, maybe you could use it for that system you mentioned above with specific allies being better with certain creatures.
    It's not easy, but the more you think about it, the more exciting it becomes! You could be the lucky fool to develop that system, then be copied from forever. I liked those roulette/card minigames from all the old walk and beats, where every little item you could pick up would result in weird and funny results. It's like playing blackjack momentarily to decide the outcome of something. Sure, blackjack is a game of chance, but it's also a mind game: you feeling lucky with that 18?

    I think that is where the game doesn't necessarily "end" when a termination condition (i.e. game over) is triggered. "A Valley Without Wind", and Indie platformer game on Gamersgate uses a similar mechanic. When your avatar dies, there is a perma-death system that keeps that avatar dead. But all of your items and spells get transferred over to a new avatar with different stats. If your new avatar goes to the spot where your previous avatar was, they would have to fight a ghost of that dead avatar. Have too many dead avatars in one spot and they rally together to form a ghost army to invade your camp! The developers stated that they didn't want the game to "end" or have the flow of the game halted with the death of the player's avatar. So the game continues on even if there is a perma-death system.
    The BIGGEST problem with these games is the story: unless it's a sandbox game, how the hell will the story cope with the addition of a completely new main character, which could happen at ANY time? Until games are capable of assembling stories at will to react to changes, it'll never happen, and if it does, it'll be one of those random-name-generator examples: [insert name] [must recover] the [MacGuffin] to [defeat] the [evil bad king] of [retroland].

    ASSEMBLE THE RANDOMLY GENERATED ELEMENTS.

    It's a lot like "Dungeons & Dragons" that the campaign of the game still continues on even with the death of a character. Those make fascinating parts of the game story, especially when a character dies in a heroic or hilarious way. But most video games either respawn the avatar after death from a checkpoint or with some minor penalties (like XP loss), or they implement a perma-death system that seems appealing to hardcore players only. But having the game's campaign go on even after the death of the main avatar seems to be a new concept in these games. Imagine if commander Shepard dies from a bullet to the head in the first mission of Mass Effect 3 and the player is given command of a completely separate commander to play as all the way to the end. It would really shatter the story BioWare is trying to tell in the Mass Effect series if Tali or Miranda has the same emotional attachment to this "other" commander the same way they had an attachment to Shepard. Yet they need to keep the death mechanic to punish the player for doing poorly in the game, such as rushing a reaper ship with a pistol.
    I would rage with the fires of a thousand stars if Tali was anyone but my waifu. Attachment is 90% of character development.
    Last edited by dienow; 03-20-2012 at 08:05 PM.

  10. You two, can you give a tl;dr version about what you talked about? xD

  11. @ChaosBladeDC: Heh, sorry about that. Dienow and I are ruining the topic of this thread here with our philosophical debate. I'll put my post in a spoiler tag so it doesn't take up 100 pixels of the Web page.

    Spoiler


    Quote Originally Posted by dienow View Post
    Something like that. More that you'd want to keep your sexy characters away from monsters that don't match their mood (keep the girl that doesn't like tentacles away from the tentacles, or all of them away from monsters that don't even want sex), and keep the pure characters away from monsters in general, or they'll get abused. It's like being a shepherd of the flock, and sending wolves to fight wolves, and sheep to fight sheep.
    Some people might argue that could be a GoR game if your trying to protect X girls from Y monsters by using Y girls, but that may just be a matter of opinion. Personally I think its a great idea and could be an interesting mechanic to try out. Maybe an RTS game would be better as you have to send your warrior allies, like prostitutes or monster breeders, toward rape monsters to keep them occupied while your farming or scientist girls are left alone to research new items for you.

    Quote Originally Posted by dienow View Post
    I agree completely on the idea regarding Japan. It's become a sort of... gold rush: get a shitty game out, make some money, keep making shitty games. The lack of proper demos, and the willingness of people to buy shitty games and then pirate them, creates a distortion of the market. People will buy anything, but probably be disappointed. The ones that are actually good... sell for about the same price as the crap, or more. I've seen ratings been artificially inflated on dlsite, much to my disdain. The lack of ideas is attributable to the lack of effort. Nobody is willing to take a chance on innovation, when you can turn out something terrible and still sell. There's also the unfortunate Dragon Quest effect: everyone wants to do the same damn thing, because everyone is held up on the same damn concepts. Nobody wants to do that "silly American" game stuff, where you try and impress the player with a dynamic, well-crafted story that doesn't include mind-numbing grinding like Persona.
    Well, this is a subject I really don't know much about and will probably stick my foot in my mouth by talking about it. I think the Japanese game community--not just stuff on DLsite, but even mainstream games--are very conservative or persistent to design games for their community only. "Dragon Quest" is a very popular RPG franchise in Japanese gaming history, similar to how "Baldur's Gate" or "The Elder Scrolls" is a loved RPG franchise here in the United States (not sure about Europe). The Japanese game market is suffering poorly these days with stagnant RPGs or cultural symbols that are poorly localized or seen as annoying stereotypes in other cultures; like the tsundure girls or androgynous male protagonists/avatars.

    Japanese game developers are stuck in a rough spot right now to modify their game development to favor a more global market, or remain stuck in their practices that they won't build a good market. "Elder Scrolls V: Skyrim" was the first Western RPG game to get a full score from Famitsu, a Japanese magazine that tends to brush off "filthy gaijin" games when they favor games coming from Japan (seriously, they give a higher score for Nintendogs over Mass Effect series). Capcom seems to be determined to try going for a global market and changing their IPs to target this, such as working on that "Dragon's Dogma" open-world RPG. I wouldn't be surprised if a lot of Japanese game developers and fans of those games have very xenophobic or conservative views to change, but I don't have much evidence to provide to back that up. But right now, there is little incentive seen in the community to try new ideas or go beyond the typical "RPG Maker" engine to provide anything new.

    Quote Originally Posted by dienow View Post
    It's not easy, but the more you think about it, the more exciting it becomes! You could be the lucky fool to develop that system, then be copied from forever. I liked those roulette/card minigames from all the old walk and beats, where every little item you could pick up would result in weird and funny results. It's like playing blackjack momentarily to decide the outcome of something. Sure, blackjack is a game of chance, but it's also a mind game: you feeling lucky with that 18?
    From what I know, you can't copyright core mechanics in a game, but the IP of a game. This is why you see a lot of games going around with the "Metroidvania" label on them as they borrow the exploration/platformer elements of Nintendo's "Metroid" franchise but don't have to worry about Nintendo sending their rabies-infested lawyers at them. Capcom got away with this twice with the "Okami" franchise, one on the PS-2 and the other on the Nintendo DS, and these are considered Zelda-like games!

    Quote Originally Posted by dienow View Post
    The BIGGEST problem with these games is the story: unless it's a sandbox game, how the hell will the story cope with the addition of a completely new main character, which could happen at ANY time? Until games are capable of assembling stories at will to react to changes, it'll never happen, and if it does, it'll be one of those random-name-generator examples: [insert name] [must recover] the [MacGuffin] to [defeat] the [evil bad king] of [retroland].
    Personally I like games like these as they try creating a story from the core mechanics of the game then the narrative/storytelling engine. Games like BioWare and Rockstar games (Bully has some great moments of storytelling) do great with telling a story, but these are hard-coded into the game and lose their appeal when you have to play through them again. Oh the game might still be fun to play through, but these are hard to play through again for their story when you already know who is going to do what in the game. This is what makes point and click Adventure games hard to sell anymore since their core mechanics are puzzles (once you know how to solve them, there is no challenge anymore) and the story is more or less delivered as a book or film. I like games that try delivering a procedurally generated story from the core mechanics like "Minecraft" or "A Valley Without Wind" since they are unique to my experience and not others. Sure they end up being just randomly generated in the cliche you described, but my evil overlord could be a bunny while yours is the monkey.

    Quote Originally Posted by dienow View Post
    I would rage with the fires of a thousand stars if Tali was anyone but my waifu. Attachment is 90% of character development.
    See, now that is a problem with narrative engine conflicting with core mechanics, in my view. If this happened in the game, which it can as Shepard can die from doing something stupid in the game, the entire narrative engine BioWare created is FUBAR. Thus death in the core mechanic needs to be easily "ret-conned" so Shepard doesn't die by doing something that stupid. This is why some people like the perma-death features in some games as it makes the death of a character feel more important and meaningful, but at the same time, it could really ruin any sense of story. Imagine if BioWare did implement a perma-death feature in the core mechanics and you died half-way through the game? The only option is to start with a completely different commander at that point--Commander Jesus--or force the player to start back at the beginning of the game.

    This is a trap I see inexperienced Game Masters might do in D&D or other paper & pencil RPGs where they try to keep the player's actions away so they could tell a story at the table, or make the challenges easy in the game so there is no way of them dying. Its a very delicate balance between the two parts of the game that could easily ruin the experience, as a lot of JRPGs might show in their cutscenes (Why can't I revive Aeris/Aerith with a pheonix down? Why do these guards in Skyrim retire with an arrow to the knee when I can be lit on fire and be okay with a red potion?). Personally I think what makes D&D and other paper & pencil RPGs "story" so awesome is that a lot of it comes from the core mechanics, and we're getting close to perfecting this with games like "Sims" or "Minecraft." Unfortunately we're not there yet where we could make a random character be similar in complexity like Tali in Mass Effect, so narrative engines are going to stick around for awhile.


  12. OK, so me chipping into the big raging debate on game mechanics etc. Spoiler tagged for convenience of others.

    Spoiler

    A big reason on why we see a lot of traditional JRPGs on DLSite is simply because of RPGMaker. Everyone has their own opinions on it, but simple point of fact is that it's easy to use, and doesn't require a programming background - which is particularly important given that most of the people who create H-games are primarily artists rather than programmers. In general, whilst JRPGs do confirm relatively tightly to either Dragon Quest style turn based battle or Final Fantasy ATB, there are a fair number of counter examples, or significant twists. Pokemon, for example, is very much like DQ, but being able to swap out character in battle means it is siginifcantly different. And, of course, there's games like The World Ends With You or the Megaman: Battle Network series that are JRPGs, but with very different mechanics.

    On the subject of Japan preferring Japanese games, I'd point that whilst Japan does have a lot of national pride and in general does prefer it's own products, the simple problem is that the popular character archetypes in Japan are different from those in America/Europe. Tsundere etc are popular in Japan. And it's not like they don't cater for outside interests: I suspect that the biggest example of a character who isn't popular in Japan would be Sonic The Hedgehog. Sonics archetype of "carefree hero" is not at all popular in Japan - they prefer more introspective/angsty characters, I think. And I believe that Mass Effects Shepard doesn't quite fit the bill of what the average Japanese gamer is looking for in a main character. So it's not so much that Famitsu or the reviewers think that foreign games are inherently bad, it's just that they simply don't have what an average Japanese gamer is looking for, because it's from a different culture. Pretty much in exactly the same way that a game heavy on Tsundere characters, or other popular Japanese archetypes won't have what an American gamer is looking for, and how European gamers might again like be looking for something else again.

    Moving on from general game design and to specifics, I am actually (slowly) chipping away at an H-game. A lot of what's been said on interesting H-game mechanics was already in there , albeit implicitly as a side effect of emergent gameplay (e.g. letting an enemy do a character for tactical advantage). Difference is that this I'm implementing something with Zelda-like gameplay (or more accurately, Cladun like combat + some primitive AI for other stuff + some primitive procedural generated quests). I've even got a meshing of gameplay with H-stuff (a bit more complex than this, but think along the lines of a characters "purity" represents an attribute on magic; so some enemies are weak to slutty characters, some are weak to pure characters). I should point out that this is very much early work in progress stuff (I don't have much time to work on it), but I figure as you're talking about this stuff anyway: any specific ideas that you'd want to see?

    Oh, and as I think you might appreciate this given some of the stuff said before... an in development H-Rougelike game: http://advsoft.blogspot.co.uk/. It's worth a look, at least (though the artwork is a little poor: see my earlier comment on the fact that most people who do H-games are artists, not programmers and invert it...)

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