Designing kink mods for non-kink games

I feel like there are three things, and I’m only really interested in one of them. The kink mod can:

  • Change only visuals of player models (minecraft models)
  • Be a gameplay subsystem (starpound, and I think the terraria mod I haven’t tried yet)
  • Reinvent the goal and gameplay loop

If I make mods for games, I would want to change the game for the weight. Imagine a terraria mod that replaces world generation with food-based ores, then building NPC homes with feeding tubes allows them to metabolize food ores into liquid metal ores that lets you make tools. They’d consent to be tied up for fun, and the fatter immobile NPCs metabolize food faster and can’t really be moved, doomed to outgrow their housing, until you have late game metals to move them.
Remove weapons entirely. Remove the health bar, replace with stuffing, the way enemies kill you is by grappling and bondage abilities that ensure you get overstuffed enough that you can’t fight back, then your soul leaves your forever-feedee growing body that attracts enemies to passively feed like a food disposal, and your soul finds a new body (an npc you fed, otherwise a new player). If you make it out, you’ll just come out fatter. You’ll come upon your old bodies as part of the landscape.
Likewise for killing enemies, your best tools are ropes, net guns, funnels, liquid calorie blasters, and when big enough, trapping them with your own fat to feed them (or smushing against a wall when smaller, which turns into a competitive feeding contest until one is too exhausted or fat to keep feeding). When you’re too fat, you have have better ability to trap enemies under you, but way less mobility, so you need a later game grappling hook to upgrade your ability to use that great unlock. Bosses would be redesigned for this too.

That’s the general idea I want to see in mods and maybe what I’ll do after my current game, if I don’t have any other standalone projects pulling me.

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That sounds more like a total conversion than just a mod, and total conversions take a lot of time and resources to make.

Also i want to point out that sometimes people actually like the game they are modding, and want its gameplay loop PLUS the kink stuff. They don’t need everything to be kink.
I want to save the galaxy but be fat while doing it.
I want to defeat Alduin and prevent the end of the world, but i want to be fat while doing it.
I want to hunt monsters with my insane cat companion but be fat while doing it.
ETC.

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Yea, I make games from scratch, so total conversion sounds normal for me. I guess I should really make something like this happen once I’m free since I might be the only one to do it ʕ•ᴥ•ʔ
I really like the idea of my creative output being the things that take most investment to be really good.

Sometimes I feel gameplay+kink doesn’t match up, and it feels more like putting sexy posters on a wall instead of living it, and I want to explore that feeling.

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The thing is that kind of mod would be very, very hard and require a lot of time. Is not that is unfeasible nor impossible, is just that it would be a monumental task to change that much stuff. I also agree with BPStuart about playing the game plus the kink mods, for me is also because too much change and we end with a Theseus’s paradox.

Having a total conversion is cool, but is easier said than done.

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Personally, my all time favorite kink mod is Baron o Beef Dip’s series of fatty mods for Persona 5. The core game is still the same JRPG I love, but the fatness becomes a core part of the experience thanks to the reworked social link dialogue. Basically what I’m saying is a balance is nice.

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It really depends on the game (and some creativity on the devs part) for what a mod can actually do for the game. Right now I personally feel like the Minecraft mods leave a lot on the table that really wouldn’t be too big of a change to the game. There’s a series of mods called “Spice of Life” that impact your max health depending on how varied your diet is. Obviously larger food items provide more variety because of everything that went into making them. To me, this sounds like an untapped combination. Make the character’s weight change with their max hp and suddenly you’ve changed the context of the system. Your new avenue to progress is to make bigger and more complex dishes, which provides more dietary variety (max hp), and thus makes you fatter. You can expand this even further with food mods like Farmer’s Delight or other farming related mods and suddenly you’ve got a whole modpack about producing a lot of food.

To add a negative example to this, I once played a vore mod for Rimworld that was so complex it could be compared to an overhaul mod if it actually bothered to engage with the base game outside of the mood system. Instead, it tacks on a whole new load of mechanics and character stats that are purely vore related. Unfortunately, in order to cater to these new mood mechanics, you have to constantly either permanently lose pawns, become raiders, or have pawns just straight up not do any work.

I give both of these examples to emphasis that the fetish mechanics you want to add should marry into the mechanics of the game you’re using as a base. Your terraria idea just sounds like you’re gutting the game to make a Dig Dug rpg.

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Compared to making a game, I wouldn’t call this difficult. But you are right, someone must be willing to work hard to make things happen, so we should go do that.