Post AcfRS4vXtVp3WrusDo by humbird0_talks_nsfw@aethy.com
 (DIR) More posts by humbird0_talks_nsfw@aethy.com
 (DIR) Post #Acf7FqlWisfR387bkW by Gaydolin_Brolin@aethy.com
       2023-12-10T09:27:03Z
       
       0 likes, 0 repeats
       
       @PowerOfSin That's actually how I tend to prefer my fanfiction. For me, the sex is just another aspect of the characters to explore. I definitely want more stories that feature characters exploring sex and actually feature the sex, rather than just 'fading to black'.
       
 (DIR) Post #AcfBA1i9VwcP4l1Qau by markrod20@baraag.net
       2023-12-10T10:10:49Z
       
       0 likes, 0 repeats
       
       @PowerOfSin Yeah there are some very good point in this. I know very few game where they did this correctly. Alchemy meister did this great. Rance in some extend and Evenicle. Beat blade haruka is iffy but did fine. I think the main point is to knot together the lewd reward with the game play reward and narrative reward. For example there are sex scenes that you will get will main story progression, but most of it tied to side questes, achivments and activities.
       
 (DIR) Post #AcfBSA5P7B4wGMXrt2 by el_mago_oskuro@baraag.net
       2023-12-10T10:14:05Z
       
       0 likes, 0 repeats
       
       @PowerOfSin Weird and experimental lewd games are what I'm here for.
       
 (DIR) Post #AcfGV1z4C7xfm2li7s by markrod20@baraag.net
       2023-12-10T10:14:35Z
       
       0 likes, 0 repeats
       
       @PowerOfSin For example In ALchemy meister there was a lot of side girl that you could recruit trough a side quest and if you have them you could do their side story to unlock more sexy scene with it. The trick is a story structure where there are times of freedom. THat game like in Persona to go with a popular example. The thing is that in my oppinion the shortest the game the hardest the doing it. With big games you have the space to develope things and make proportion work.
       
 (DIR) Post #AcfGV2tQoZ32ar8iyu by markrod20@baraag.net
       2023-12-10T10:16:25Z
       
       0 likes, 0 repeats
       
       @PowerOfSin There is very few good example in hentai game for this practicular structure, but in my oppinion when they manage to do it those are the one that we really remember about.
       
 (DIR) Post #AcfQ6bFQwiF5RfPfc0 by humbird0@baraag.net
       2023-12-10T12:58:17Z
       
       0 likes, 0 repeats
       
       @PowerOfSin I've experimented with this in some of my games. My Royal Pets game had a long build-up with an unfolding mystery and 2 payoffs near the end. One revealing the expected, and the other something completely different but also sexy as a palette cleanser. It does have its flaws though. Some optional story details were added late as diary notes. I think I could have handled that better. Maybe as idle gossip instead.http://www.humbird0.com/content/games/royal_pets/content.htm
       
 (DIR) Post #AcfQW10MJscEZITsv2 by humbird0_talks_nsfw@aethy.com
       2023-12-10T13:02:52Z
       
       0 likes, 0 repeats
       
       @PowerOfSin My most successful game had an interesting structure based around the player choosing scenarios they were interested in. Basically there are situations around town that lead to sex with a different fetish. The game is split into 3 rounds. So everything is somewhat mild in the 1st "chapter" while the player learns which places are associated with which themes. The 2nd "chapter" increases the intensity. And the 3rd "chapter" takes things even further. The transitions between chapters reward the player with pictures for their photo gallery. But the last part caps off the game. This structure might provide a useful skeleton for storytelling since the "transitions" and ending are guaranteed milestones that critical storytelling could occur.http://www.humbird0.com/content/games/babysitters_club2/content.htm
       
 (DIR) Post #AcfQrgVJDoMNMCI47E by humbird0_talks_nsfw@aethy.com
       2023-12-10T13:06:47Z
       
       0 likes, 0 repeats
       
       @PowerOfSin I've experimented with this in some of my games. My Royal Pets game had a long build-up with an unfolding mystery and 2 payoffs near the end. One revealing the expected, and the other something completely different but also sexy as a palette cleanser. It does have its flaws though. Some optional story details were added late as diary notes. I think I could have handled that better. Maybe as idle gossip instead.Mystery seems to be a useful framework. I believe sexual anticipation behaves similar to dramatic suspense. Like a horror movie, it's mostly about build-up and sustaining the anticipation of what's about to happen for as long as possible. But you need to have occasional payoffs to prove to the audience that the situation's threats/sexy promises are real.http://www.humbird0.com/content/games/royal_pets/content.htm
       
 (DIR) Post #AcfRS4vXtVp3WrusDo by humbird0_talks_nsfw@aethy.com
       2023-12-10T13:13:22Z
       
       0 likes, 0 repeats
       
       @PowerOfSin So I tend to use sex as the climax. But the end of the story isn't necessarily the end of the game. One approach I have is an "ending gallery" where each ending also unlocks a picture. To collect them all, you restart the story at a major branching point and explore to find more endings. Just make sure you don't restart from the beginning because the audience has already seen that part.In one of my games, it was helpful to be able to play as different characters who can each affect the outcome.http://www.humbird0.com/content/games/amazon_offering_2/content.htm
       
 (DIR) Post #AcfRrKdGdjgvTfPO9A by humbird0_talks_nsfw@aethy.com
       2023-12-10T13:17:56Z
       
       0 likes, 0 repeats
       
       @PowerOfSin A different approach I took was a game with moments of sex in it and the ending was mostly an emotional pay-off. But while the primary story is linear, exploring reveals many side-events occurring in parallel. Each step of the main story advances time, but if you revisit places you can see how those other scenes have progressed. I also used changes in the time of day to visually indicate the passage of time.http://www.humbird0.com/content/games/night_raider/content.htm
       
 (DIR) Post #AcfSog8gK1ojGTOvNw by humbird0_talks_nsfw@aethy.com
       2023-12-10T13:28:39Z
       
       0 likes, 0 repeats
       
       @PowerOfSin I think my best hentai games tended to revolve around player exploration and experimentation. The player finds different outcomes by introducing different elements into a situation, or by exploring to discover different scenarios. A game doesn't have to be a single story. It can be multiple little ones occurring around a place.On the other hand if you want a linear story, I look at classic final Fantasy games as a useful template. It's all about finding the next "key event" that causes the story to resume. That was basically my approach with Night Raider. In game design there's a parallel where some Zelda dungeons are designed around simply finding the way forward. Come to think of it, most Metroid style games are also structured around a single correct path that has to be found through exploration, but too many paths tends to involve being very lost most of the time.http://www.humbird0.com/content/games/night_raider/content.htm
       
 (DIR) Post #AcfZ19kodgqiJXZSjI by humbird0_talks_nsfw@aethy.com
       2023-12-10T13:42:57Z
       
       0 likes, 0 repeats
       
       @PowerOfSin One of my best games formed the game's structure around different forms of entertainment taking turns. Gameplay, sex-scene, storytelling. A mysterious dream reveals the next destination, NPC's in town reveal a situation that leads you to that destination, you explore a Zelda-style dungeon, and get rewarded with a new ability and a sexy scene at the end of the dungeon. Then the main story progresses. You use your new ability to explore new areas and find optional side rewards and scenes. And then the cycle repeats. The story was heavily improvised, but the structure would have worked just as well with a proper story. Especially a mystery. Each cycle could progress the story toward a planned outcome. After all, recurring characters can show up anywhere.http://www.humbird0.com/content/experiments/designing-yipe-fake-queen/content.htm#para-69