![]() The partial CG drawing that didn't cover the entire screen, because sometimes it's too much. If it is art, what is the best part? Only drawings at the sexual acts or do you want art all over the game? During dialogues? Events? I know what I like, but I would love to know what other people think and look for? This is classic chicken or egg question, which one come first in your possession, art or story? If the art is abundant the story need to be worked out and vice versa The better the art, the worse the gameplay and story can be before it becomes boring? RPGM open-world is sometimes overrated because of the lack of map detail (and feature) by the much of this engine dev, for first game better make it small to know your limitation Replay value (NG+ feature, multiple ending, etc) is a plus but overall presentation is what makes people coming back, imo Or will the gameplay be the core thing that keeps people playing or coming back? It depends, how shit the game will be and how much and good the art provided, differentiate this to common gallery What is the most important part of an adult game?Ĭan the game be shit, if the art is good and in quantity? But you should do what you want to do and if people (me) don't like it, that's too bad for them (me). I realize i'm a hard sell, i've played too many games so i have high expectations. Here's an example of what i consider to have good combat: Girl in the Red Slave Collar If the game is really just a CG viewer, no matter how good the art is i won't play it. Stock RPG Maker combat is not good enough. If you use stock RPG Maker with no plugins, the gameplay probably isn't sufficient for me. I actually expect good gameplay even if it is an RPG Maker engine. Here's an example of what i consider good implementation of art: Bounty Hunter 3 If i don't like the art style though (exaggerated proportions, underage-looking characters), the game is ruined for me and i'll quit. It helps a ton to see large sprites of the characters involved in dialog as well instead of just the speech boxes. Doesn't have to be animated, but i expect good quality. I want to see the character's art on the side at all times, even if it gets in the way of seeing what's on screen (you can let players toggle this). In fact, if there's too much text, i just skip through it without reading any of it, and if the game has nothing else to offer than the story, i'll just quit.Īrt is far more important to me. I'm probably the odd-ball here in that i don't care about the story. Gameplay is what the player can do in the game. Story is the plot and gives meaning to things. It has almost no ero-content, no art for any of it either, but because it has a promising and interactive approach to some of my fetishes, decent gameplay and a dev that seems solid, I'm happy to support it on Patreon.įirst of all, gameplay != story. If the game handles my fetishes right and gives me a good degree of interactivity, I'm going to be happy with it even if it's just text on a black background.įor example on RPGM, I would point to this as one of my favorite new projects. Gameplay > Story/writing > Art: The best order. Story-heavy games make me weary, but if the gameplay is at least decent, I'm likely to stick with it. I appreciate a good story and skilled writer, but too much of it without taking a break for some at least modestly-engaging gameplay is bad. Story/writing > Art > Gameplay: Also a bad order. Some of my favorites don't even have art, they're just text. But let's say the game does have the right fetishes, what are my priorities for the content?Īrt > Story/Writing > Gameplay: The worst possible order. ![]() I won't even check the game out if it doesn't have the right tags. First of all, I'm not going to care about any of these unless the game hits at least one of my fetishes (corruption, mind control, dom, a few others). Let's see, we have the three elements: Art, gameplay, story/writing.
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