* Role player or Immersion Whore: They want to escape into an interactive story for a few hours. They need something that requires effort and gives reward in epic proportions tailored to their skill. Here's where I think most contenders fall flat in sex/erotica games: They try to make it either too humorous or too technically "pretty". These players might be looking for a quick fap game but if it's engaging enough, they may not want to just toss it aside after the fact or even spend time working up to that point. Give them rewards for working hard or make it difficult if they want it to be but make the reward scale for effort/difficulty. * Hardcore: give them the ability to bang more bitches than HardcorePlayerX. They need something that doesn't require commitment or a lot of time but still gives adequate rewards and variety. A quick fap game feel that has something new each time you play but make it something that maybe I also want to achieve and not so much as a sexual aid. Not just that but all the fantasy characters that people fantasize about should be considered. There are 7 billion people that a person could fantasize about. Not the same encounter, 4 encounters, or even 10. but they should have something that makes the game quick and satisfying, but new each time. * Casual: Probably who plays the genre as is. I'm not trying to ignore anyone but most of the others are hybrids of these. I'll break things down into four basic player groups and their possible role in Erotica Games as a genre. I don't think it's technical or gimmicks but rather "game play" that make the perfect Erotica Game. Even if you took all the best parts of Artificial Girl/Academy, SexVilla (with the K17 mods), Bone Town, and every Illusion/Tea Time game and put them together it would still fall short of a true Erotica Game in my mind. but that's something every game should have, more so if you claim any real interactivity. These days a game has to be simple but give you everything you could want. But as with most if not all "sex games" it is about a decade behind in innovation. It also had girls which added to replay a little. It had an, albeit odd, reward system that let you get more game stuff to play more with. "Hako" came kinda-sorta close to having a legitimate reward system and internal renewable content. Also they lack features that have made games popular for the past 15+ years. Just Sex games/video sex toys that never gave me any reward or accomplishment (I mean the feeling not the virtual BS swag, but that's kinda nice in a way). Then give it its flavor or concept while still giving the player absolute creative freedom in a world that is coherent. If you give the player enough creative freedom and don't focus entirely on specific _ simulations but a more generic group of simple simulations that can easily be tweaked by user input, both with or without them being conscious of it. It creates a lot of "stuff" very quickly and the only developer investment is the time needed to create the systems for generative/custom user content. These days, the two best ways to make interesting, cheap/free, and re-playable content is using generative content creation systems and having the more creative players make content that is supported by the developers and can be easily accessed by others and given feedback. Hell, custom content is practically a must for most games. If a game has interesting, cheap/free, and re-playable content it usually gets popular. As a freelance developer, maybe I can bounce some ideas off with this thread that hopefully are seen eventually, if not in XSP, then something very soon.įirst, some random game theory crap of the top of my head about content: I got inspired from the XStoryPlayer progress and some general ideas about rethinking "sex games" as a genre rather than a gimmick or video sex toy.