XaiJu
Bobbyboy Productions
Bobbyboy Productions

patreon


Game experience preference

Hey guys, I'd like to get a sense of what kind of features you prefer in adult games. Pick as many as you like and please comment if you would like to expand on the reason for your choice/s. This information will help with possible future projects and extra stand alone content that I may work on in the near future. Choose these options assuming they are done right and not poorly implemented and suggest any other features that you like if it's not listed here.

Thanks,

Bobby

Comments

I order them in: high choice>>sandbox>>point system>>Customization. To elaborate high choice, i do not like super complex hoops you need to jump trough to get a secret scene, what i like is giving input to change some scenes in minor/mayor ways. Or throwbacks to choices you made previously. It makes the choice matter and makes the game more immersive. Sandbox is rarely done right but when it's done right it gives you a sense of exploration and making your won path, it needs to have enough area's to explore but needs to be simple and intuitive enough to not make it feel like you are endlessly clicking trough area's to achieve goals. Point systems are nice, but in my opinion should hardly ever lock you out of a scene they should change the scene slightly or make it advance differently or it should sparsely be used to not have a scene. Customization is nice but not a necessity. I didn't check mini games but they can be done right where it's just a vehicle to convey humor or eroticism.

Doug

As defined in the poll, no.

Rob

I'd rank them in this order: Point Systems > Choice Consequence >>> Customization >>>>>> Mini-Games >>>>>>>>>>>>> Sandbox.

arsenal70

When this is done well, I think it makes the replay of games much better. I like it when you can reach a key decision point and not know if you are already locked into certain choices depending on earlier choices you've made.

arsenal70

When it comes to customisable names this is honestly the only game I play with chosen names. I usually won't even touch a game that doesn't let me call the mc my name. But this story is so good it's not a deal breaker for me.

Joshy92

Thanks Jean-Paul!

Bobbyboy Productions

Just to be sure: You don't even like choices that matter? So you prefer a kinectic VN?

Dennis

If it is done badly, I totally agree. But if you mean "blocking out" like in "not allowing to get all the girls indifferent of how you act towards them and what you chose to do before" I really like this blocking out. If I pursue the red girl in the office, the blonde will most likely not like it. If I act like an asshole, the decent mother will not get wet on this.

Dennis

Even though Bobby has a good story (or it is yet to see if he really can deliver what he has in "his" basement ;) ) , I think this is the only point from the above you cannot get with only effort, dilligence or industriousness. You have to be gifted with a good idea and the ability to use your words really well. Those points are half genetically determined and half the result of a very big amount of work. In contrast, the other points from above can be implemented quite easily if planned from the beginnig (point system, customisation, sandbox (even it will not add much value but just break up the given scene-order and add grinding), big choices) or at least "only" need a lot of work but not much creativity. But it would be in vain to ask a developer with a bad story (not related to Bobby) just to come up with a really good one. Ok, some bis story issues in other bad VNs could be ironed out with some care (check what MC said in the chapters before, think the logic through, ...), but the really big ideas might not be in the hand of the creators, but god given.

Dennis

I am missing one choice: just a good story.

Bea

I think your work is good in his form for me stay in that way it's okay

Jean-Paul Boré

Keep doing what you’re doing. You have the right formula as is!

BC8

I feel like points systems in games block out choices and give less freedom. Just my opinion of course.

Joshy92

Probably on an island here, but I'm not into any of that shit. I guess customization would be OK, but otherwise I prefer keeping it simple.

Rob

I usually skip sand box games. As to name changing.. I could go either way. But the best games i have played the characters are fixed. Right now I am vested in the characters. Changing the names now would be a great shame!

Solstorm

I wonder why "high choice consequences" is not welcomed much. Just because you put the hated "game over" first? The only downside I see there (if well done) is that it takes away a lot of time from you because of spreading a game. But as a player, I do love them because they add immersion. Letting the FMC be a crack-whore in the end or a loving wife and mother or a cheating money digger would feel great.

Dennis

I am old(er) so my reaction speeds are pretty slow, mini-games that can't be skipped can be a real game finisher for me and I suspect a lot of the community. I too get nervous that I've missed content, anything to act as a check: achievements, gallery, walkthrough are welcome. Personally I don't mind sandbox games, but I understand they have less fans. Changing names isn't an issue until a dev names someone from my past or family, then it's uncomfortable, so great if possible, but not such a big deal and I love all their names. Also some names across the field are iconic, Sophia Parker, Jessica O'Neil, Myriam, Mrs Denvers etc. If you allow change you risk losing that brand. Find the hidden object etc is useless as it breaks the flow and concentration on the plot. As nobody ever said in the Clinton era "It's the development stupid" Anything that slows down rendering, development and the next release should be viewed with suspicion. Monthly release would be perfect, once we get beyond 3 months people get cranky.

Ben Hill

I fully agree with your thoughts on sandbox and want to add: Why does it come in adult(!) VNs anyhow? If I want a Sandboxgame, I play GTA, Elex, Elder Scrolls, ... , but a one man AVN is bot able to give a really good sandbox experience. Also, I do want to fap and not discover the landscape or talk with the inhabitants of foreign lands ;) . The "only" reason I like the part between sex scenes in AVN is because they substantially add to immersion. No porn can deliver that inner perspective not even close. This is why I like AVNs and even love slow burning games. Sandbox just adds nonimmersing stuff and artificial delays. The only exception I would make is for fake-sandbox elements like being able to play different parts. Either chosing the paths you want to follow at all which is almost like choosibg your fetishes. Or even the order and depth in which you want to follow them. But this is no real sandbox, because the paths itself remain linear and there is almost no exploring.

Dennis

I think except some IT-guys (maybe us?) most other people don't see a difference between a point system and tracking variables. So it is not clear if their vote is truely demanding more than already implemented. The actual point system provides more transparency for the player (which can lead to potentially boring, foreseeable outcomes), but forces the developer to but a lot of thoughts in a working system with a realistic progression model. A bad example was a game that if you said no to any lewd sex scenes you would not get any more at all because you had no chance to fill the gap between the earned points and the needed amount to unlock the scene. Also a strict point system with no other path-prerequisits it could take away some developer-freedom. I myself always think not seeing the concrete points would feel better, but I often catch myself wanting to see them anyhow. Mostly to see how really "bad" impact a decision is and how high the bars are for a certain path. But if variable-checking is implemented well (and transparent storywise for the player, I would not need concrete points. They are sometimes too mechanical. So yeah, I fully support your decision. Only downside: Without visible points it is sometimes hard to see if choices really mattee in a game and how hard little bad decisions matter. One game almost blocks a girl/route if you choose one harsh answer but in others you can be a big asshole choice-wise but the girls still love you.

Dennis

Devs go the sandbox route to pad out game length 99% of the time. There's the very rare gem that does something interesting but I skip anything with that tag.

Soren the salty

Just my two cents, Sandbox I don't feel adds anything really except to be a time sink without progressing things most of the time. Same with minigames, except for a few games that does things like puzzles for minigames that give you a render you won't see in the game itself. I think you've done a good job so far with not needing a points system, plus I personally don't like getting to a branch in the story only to have a route locked because I'm one or two points off. I do like high risk decisions even if they only lead to a short "Game Over" kind of ending but that's just me. Some customization is nice usually like custom names, but i always play with the default names anyhow so it doesn't change anything for me. Turning off certain fetishes is good as well, but there's nothing in The East Block yet that I personally feel the need for that.

Andy

I thought a lot about a point system, but didn't end up going that way. I felt like it wasn't worth the extra time necessary to make that kind of system work the way I would want. It's basically a more nuanced system of tracking variables and can be great of course because it can create a very custom, dynamic experience. But it would add a lot more time to development due to an enormous amount of dialog and renders that would never be seen by the vast majority of players. It would definitely add replay value of course but the extra development time is just too much. As for the name change thing, I don't particularly like it for my game, but I do get a lot of requests for this so I will implement it soon. It's one of those features that I plan to get to, but I just run out of time before every release. The problem is text message renders that I need to replace for upcoming scenes and the default names will have a part in the plot and many renders that have already been made for future scenes where names are baked into the renders. I need to figure out how to get around that or change things about the game and scrap a lot of work I've already done.

Bobbyboy Productions

I love the East Block, but I always thought two minor flaws were not being able to customize my name and not including a simple point system. Adding a name change feature is an obvious way to enhance immersion and I always wondered why you didn’t do it. And I feel a straightforward, not too strict point system adds to realism, because generally the better or worse you treat someone usually changes their behavior towards you. Or placing slutty ideas in their minds can have a corrupting effect over time. More importantly, a point system, if done right, adds to the consequential choices. The one thing I hate more than a sandbox game is a kinetic novel. It doesn’t matter how good the story is, I need choices to feel involved, or I get bored quickly. When implemented right, a point system keeps me alert. Although, to be clear, you do a great job of including choices already, otherwise I wouldn’t have supported you this long.

Pochops

I like a mix of point system and customization. Sandbox being my least favorite. They are fine, but what truly elevates appreciation for a game (and makes scenes hotter) is story progression and well written characters. Third crisis and seeds of chaos are two of my favorites because. Sandbox is fine but they typically don't let me get attached to characters the same way. Most of them end up having me pursue 1 route at a time speeding through to get to scenes and barely appreciating the rest just checking off boxes. Whereas non-sanbox I feel invested in characters and can like exploring routes from my choices.

Onix

Choices are always good in your type of game. Open world is a trap to missing scenes, especially if you require certain points or levellings for things. Ive been playing The Promise by Xagrim, i like it as it conforms to my fetish tastes, but - my god - I do feel I have missed a lot as having to hve 3 attributes at levels and being in a certain place at a certain time...which isn't always told.

Philip Maskell

Personally, I stay away from sandbox games. It feels like I have to work to get the content, you almost always miss content and end-up getting stuck. I play Indecent Desires by Vilelab, but only because it comes with a detailed walkthrough that tells you where and when to go. Even that is annoying. But that’s me.

AmaraHmmm

Sandbox is almost always a negative. There are a few games that have it pat down, but those are rare. Most often it just requries endless clicking around searching for the story line.

Mickey007

Most of these features are nice but I'd say just being able to change names would be nice. The rest of them add too much time to the development process and I care way more about getting faster story/sex scenes.

Arrow


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