An old and unoriginal idea of mine

The thing with games as a medium for something with fetish-y content, is that the way we enjoy them clashes with each other.

When you watch porn, you do so for short-onset gratification. If it starts getting too slow or full of ‘filler’, then people can get turned-off. Literally.

By contrast, good games (imo) are engaging, tell a story (whether it’s authored by the dev or by the player - such as in a sandbox game, it’s still a ‘story’) well-paced and capable of holding your attention for a prolonged period of time.

To combine both elements, I feel it’s best to focus first on having a game with a good ‘story’, with the alt content adding to it, rather than being either the sole focus or glossed-over.

While not a game, here’s an example of what I’d rather see in the narrative of a WG game: The Fattest Town - Writing.Com

The quality of it varies (once the older authors stopped contributing, the standard plummeted), but I really like ‘The Fattest Town’, because of the way it approaches the fetish material. In almost every pathway, there’s a clear context; we aren’t just someone bumbling about and becoming a blubberball. She has a motive, an agenda and (at least initially), a clear understanding of what the protagonist wants to achieve.

It’s pretty easy to adapt this into an adventure game. Gameplay would consist of exploration and investigation, while managing a number of variables.

First, ‘physical damage’; if heavily injured (or perhaps, simply too fat to keep investigating) the player just wouldn’t be able to continue. Similar to that, possibly some forms of ‘mental damage’. For whatever reason, the player could be convinced not to continue investigating. Example being the brainwashing that appears in that story a lot. Last, there’s the integrity of the investigation. Attracting too much attention, being cornered or run out of town, or similar stuff. This can feed (heh) into gameplay decisions; if you walk into a diner, do you gratiate yourself with the locals by accepting a large (and potentially-spiked) meal, or something less dangerous - at the cost of missing out on a good scoop or two? Does the player decide to change their objective, by tackling the problem directly, or abandon it completely and choose to ‘lose in style’ instead?

I suppose the other influence I’d throw into the mix is Download Princess Maker 2 | BestOldGames.net which is a rather old-timey in design and look, but also meshes well in the way that it’s character and objective-focused while also giving the player freedom to choose their path to said objective, or take another one entirely (some of the bad endings are pretty hilarious yet also challenging to get).

Doesn’t have to be in a modern setting. Hell, you could easily toss ‘magic’ and other stuff into the mix like PM2 does, but I really like the idea of an adventure game that avoids over-reliance on procedural generation, but still gives the player plenty of ways to reach an overarching objective.

Yay, update.

I’m not a programmer. Closest stuff I’ve done is tinkering with savefiles and the incredibly accessible code in Fmaster’s game. The more I look into it, the more I realise I have nowhere near enough time to do it efficiently.

What I’ve been doing though is basically necromantic feeding on code and dissecting some games I’ve found, but I’ve managed to get a rough idea of Twine, enough to work out that it has the capability to accommodate my vision for this sort of game.

But yeah, I’ve got a pretty solid narrative in mind and conceptual stuff that shouldn’t be particularly difficult to code. If there’s anyone on the forum with a background or working knowledge of javascript that would like to help or is looking for something to do, please let me know. :stuck_out_tongue:

I have professional experience with JavaScript (though it was a frantic three-week port of a single feature from a desktop app). Hit me up; if your writing and/or design ideas impress me, I’d be willing to volunteer some time.

I don’t watch porn…

What sort of game are you looking to develop? If it’s something like those interactive stories you linked you might be able to get away with using ink. It’s more like writing than programming.

[quote=“PeachClamNine, post:5, topic:778”]What sort of game are you looking to develop? If it’s something like those interactive stories you linked you might be able to get away with using ink. It’s more like writing than programming.[/quote]Essentially, a blend of text rpg, life sim (a la Alter Ego) and cyoa. Each day will be split into 6 periods; dawn, morning, day, afternoon, night and evening with certain activities available at particular times during the day; working, eating, exploring, investigating, sleeping and so forth. Certain tasks will have skill checks (dice probabilities are fun to play with) to provide a bit of challenge and give players a reason to improve their character in various ways, depending on what they want to do in-game.

The current setting would be similar to the interactive I linked; you’re an outsider who for one reason or another, is moving into a town/county controlled almost entirely by food companies and the main plotlines would relate to various nefarious undercurrents within the city; working conditions, corruption, crime, pollution and a ballooning population. Of course, these are all interrelated and will have a big impact on the character’s daily schedule as the game progresses.

Based on certain twine games I’ve looked into (like dextersinister’s tf games and the bloated-but-unnervingly-intriguing otherkin mess that is Boundless), that platform can facilitate that vision, though it certainly isn’t the only option. I’ve peaked under the hood of the former’s stuff, but the latter (at least in most current forms) is too deviant from the original specs to be opened in Twine.

I’d be happy to either implement it in one of the text-based story engines, or show you how to do implement it yourself.

If you want to take the project on yourself you might have some luck using Deadalus. It can do a bit more than Twine can without modification.