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No.9952
>>9345
I'd like to see a game with routes like the different factions in a western RPG or like hero/dark story in Sonic Adventure 2, so for example if it was a typical fantasy story like Monster Musume:
> If you choose to oppose the monsters, you get H scenes with your quest party members or the girls you saved when you win
> If you choose to let too many succubi tempt you with their sweet level-draining tail, you get corrupted and have to fight boss fights against previously friendly characters instead of having to defeat the demons who just milked you
That way you don't always have to lose to get scenes with the demon girls, and the experience is more coherent.
I guess it's not easy to actually make games with routes though. There's so many non-H games that pretend to do this but none of your choices actually matter.
All that said, I do think getting H'd not on purpose can add to the experience in its own way, especially if the game somehow made you invested in not losing. Losing on purpose feels different from losing by accident. But balancing that kind of system is clearly a nightmare, because you either just end up:
>1. Being unable to lose except on purpose because the game is balanced for people not good at games
>2. Losing too much so you just skip H-scenes to get to the new content
>3. Having to play through like 3 hours of roguelike content without dying to progress with the game, which is the only time I've felt an H-game was legitimately hard but also extremely tiring to have to do it over and over
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