by BMUd8854 » Thu Jul 07, 2022 7:41 pm
If you want a game with a lasting legacy, your best bet is to have a game akin to Vore War or Unbridled Hedonism. Fleshed out games with a simple premise or end goal that can cater to each player to their preferences, be it a player that wants to go full BDSM and vore everywhere or a player that wants it to be normal and have vore when they feel like it. These two games may not have a very immediate end goal or even a goal at all if the player prefers it but it lets the player have their simple fun at the matter.
However, I don't think these kind of games are simple games to make though and I think it takes a while to get to their state so its best that you start small and build up incrementally to make the game bigger and more dense. Yes you can go for big updates and releases but from what I hear, sometimes it can be daunting and may even burn the creator out over time. So in my opinion from my, *looks at memory*, 5 to 6ish years of checking in-and-out of this site from my first to second account (this one), the best thing you can do when making a game is building incrementally and doing big changes when you feel ready to do so. Now off the preferences I would like to see in a videogame:
Preferences:
- A game that is polished. In my opinion, a game that is short with a few things with minimal bugs is better than a game that tries to do many things and becomes bug-ridden. I've played games that had a gaping bug problems such as when the Devourment a bug where you could no longer vore, or when Project G.L.U.T.T. had an issue where you could get stuck in walls, and the many unfinished games where there would be a bug that would completely break my immersion (too many to list, I tried many). So in my opinion, a polished game release is good thing to strive for.
- A "finished" game. For this, I don't mind if the game is ever complete or not, it just needs to be built in a manner where me as the player feels like the game has gotten somewhere or is going somewhere. Good examples of this is the current state of Project G.L.U.T.T., Gulp Quest MV, the current state of Saint Miluina's Vore Academy and its fan-made visual novel version (before the creator took it down), Land of the Hunt, and even Unbridled Hedonism with Vore War (even though the upkeep of the two are now transferred to community members to further develop the game, albeit slower). These games, either complete or otherwise, are well developed and makes us the players interested in what happens next or how far the whole thing can go. This is the best thing you can aim for.
- Acceptable community communication. Simply put, just keep the community posted on what's happening when working on a project. I as a common user who looks through the game forum would prefer to know if anything is being held up due to life issues over being left in the dark with the others in wondering what's with the radio silence. This part is up for you to decide as each developer works and communicates differently.
- Clarity in regards to a game's controls. Simply put, its best to not make the community try to figure out general actions in a game to do things like move or do simple interactions. A simple tutorial is needed.
- Difficulty, please don't make it overly difficult. I like any game out there but any game that essentially makes me try to "save scum" my way through portions of the game is a bit infuriating to me and other players. So if you make a part of the game challenging, go for it. Just do it within reason and in a manner where the player can reasonably accomplish it at that point in the game (if it's a linear game you're making). (also minimalistic HP bars are nice imo XD)
- Player choice. Players have different interests and preferences when it come to what they want to see in their game session, having toggleable options for different game features would be the best to cater to as wide of an audience as you want. Just do the things that you want to do though and are willing to feasibly do so you don't burn out or become disinterested in the project, so add options in moderation.
Alright now that I got this out of the way, how about this idea of mines that I think the community could like:
- A simple open-world, modern day, slice of life game (sprites if you think you can find a way to make it work).
- If you have tried Unbridled Hedonism, Vore War's in-game events, and seen Phex's artworks then that's kind of game world what I am thinking of but combined, fleshed out, and expanded upon.
- Many of the prominent vore games I see in the vore game forums are mostly either a mod for an existing game, a rouge-like (repeatable) game, a game with a linear story, or is text based game. But most of the best games I see give the choice to the players and have a world to traverse in or explore (or something like that to an extent) like Vore War, Unbridled Hedonism, Fallout Vore, Devourment, Vore Town, SMVA, Nyan Adventures, TheVoreGame, and more. So a world where you can move around and explore would be nice.
- Ok I'm going to stop beating around the bush. A randomly generated world where you as the player live a normal live in a society where vore exists and you can move around in your home, explore places in your town, and move around in your town. You start out in a small region like your house/dorm/apartment in a randomly generated world and as you leave your world to explore, the scale expands. (for simplicity reasons, it scales from house/room, to building, blocks, to the town (maybe not that part except for quick travel on cars). You play the game as if you are in this world, ie you have to go to a place to work for like maybe a couple of turns (maybe 5-20 fast forwarded turns) and then go do whatever you want, talk with NPCs, befriend them, vore them in the back alley, explore the town, get a significant other, experience in-game events, vore a customer at the last hour, go to the gym to burn off the calories your live meal last night left you, etc, etc. The world is the limit in this idea (or in this case the town's the limit). It would be refreshing to see a game like Unbridled Hedonism but more mechanics that make the world more immersive like short in-game jobs and random in-game event/activates that attract NPCs.
- You can start the game small like having the world constrained to a building or house where you can flesh out the game and add more and more features like sprites or game mechanics until you feel ready to expand to exploring a city block where you add more features and crush bugs until you feel ready to expand the game once more and explore the town and do more things and then expand the game from there until you feel ready to say its done.
Anyhow that's my 5 cents on the matter and that's an idea for a game.
In terms of things I would like to see, I would enjoy seeing a game that is exploratory and sandbox-like with toggleable features (like Unbridled Hedonism) with some minor weight gain for immersion. I would like being the pred in the game but being the prey would also be fair. But ultimately, I want a game that is interesting and captivating.
Alright, thank you and this is my Ted Talk XD. I wish you luck on your game and hope for the best on it, regardless of how large or small you plan to make the game.
Feel free to critique my work so I can improve in the future.