tag:blogger.com,1999:blog-348907375306555252024-03-05T05:43:49.161-03:00Polymorphous PerversityThe gameNicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.comBlogger40125truetag:blogger.com,1999:blog-34890737530655525.post-43548199243979360442013-11-15T13:04:00.002-02:002013-11-15T13:34:21.279-02:00Them CzechsI always noticed that <i>Polymorphous Perversity</i> is a relatively underreviewed game. As a reference, right now it has 24.5k downloads, a little over 2k <b>more </b>than <i>Beautiful Escape: Dungeoneer</i>. But <a href="http://rpgmaker.net/games/2068/External/">BE:D has zillions of reviews</a> and LPs around the Internet, while PP has a much smaller number. And even among the sites that do speak about the game, very few of them are actually reviews from people who played a considerable amount of it. They're listed on the "They have spoken" tab on the right of this page.<br />
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That's why I was pleasantly surprised when I found no less than <b>SEVEN </b>extremely elaborate and insightful reviews of the game on a Czech blog called <a href="http://brnoblaster.blogspot.com/">Brnoblaster</a>. I got to read them using Google Translator. I'm really not sure what is going on there, but apparently a group of people had to choose between 4 games and review one of them: Anna Anthropy's <a href="http://www.newgrounds.com/portal/view/591565">Dys4ia</a>, Molleindustria's <a href="http://www.molleindustria.org/the-best-amendment/">The Best Amendment</a>, Lucas Pope's <a href="http://dukope.com/play.php?g=trt">The Republia Times</a>, and my own <i>Polymorphous Perversity</i>. These reviews are in-depth ones, very critical, with references to related material, even including psychoanalytic work.<br />
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Here is a list of the reviews, listed by author, linked directly to an English google translation.<br />
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Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fpolymorphous-perversity_13.html&sandbox=1">Michal Zbranek</a><br />
Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fpolymorphous-perversity-kdyz-uz-styk.html">Tomešková Lucie</a><br />
Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fpolymorphous-perversity.html">Vit Holubovské</a><br />
Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fanalyza-polymorphous-perversity_12.html">Julie Dolezelova</a><br />
Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fpolymorphous-perversity-analyza.html">Jan Owl</a><br />
Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fanalyza-polymorphous-perversity.html">Luke Rifle</a><br />
Polymorphous Perversity analysis by <a href="http://translate.google.com.br/translate?hl=pt-BR&sl=cs&tl=en&u=http%3A%2F%2Fbrnoblaster.blogspot.com.br%2F2013%2F11%2Fpolymorphousperversity-interpretacni.html">Vančurová</a><br />
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Special mention to Vančurová's review, for it was very daring and insightful in trying to interpret the game's symbolism.<br />
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It has also caught my attention that my games have received considerable attention from Czech gamers. <i>Beautiful Escape: Dungeoneer</i> is mentioned on several Czech sites, and almost half the downloads for my latest game <a href="http://rpgmaker.net/games/5626/">Suzy and freedom</a> come from <a href="http://plnehry.idnes.cz/suzy-and-freedom-recenze-0xc-/Clanek.aspx?c=A131105_194136_bw-plnehry-adventury_haj">this Czech article</a>. Both BE:D and PP have been featured on a Czech magazine called CD-Action. What's even more interesting is that these reviews and pieces are usually very intelligent ones. While reading Brnoblaster's pieces, I actually wondered whether the authors were gamers or psychologists. I'm not sure what to make of it, because I'm not very familiar with Czech culture or really anything related to the Czech Republic.<br />
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<span style="font-size: x-small;">Funny fact: Portuguese word for Czech is "Tcheca", which is also slang for "vagina".</span>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com5tag:blogger.com,1999:blog-34890737530655525.post-31560435962619284862012-11-05T11:35:00.002-02:002015-05-24T17:41:40.365-03:00Let's Play Polymorphous Perversity<div style="text-align: justify;">
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A guy named Phobia was brave enough to record a complete Let's Play of Polymorphous Perversity and post it on Youtube. It's incredibly fun to watch, and should be helpful for people who were asking for a complete walkthrough/guide of the game.<br />
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---edit may 24th 2015---<br />
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Apparently the walkthrough was taken down from youtube. That's my thing, <a href="http://nicoisas.blogspot.com.br/2010/11/marvel-brothel-taken-down.html">have my game related stuff taken down</a>. If you want to know what happened, check this video (if you can understand what he's saying):<br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/VwXrtMg068Y" width="400"></iframe>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com5tag:blogger.com,1999:blog-34890737530655525.post-85280563900655891502012-08-21T23:30:00.001-03:002012-08-21T23:30:37.602-03:00Post-mortemIt has been four months since I finished the first, untouched version of <i>Polymorphous Perversity</i>. Despite mentioning a few mechanics and releasing some screenshots beforehand, it was a game I fought hard to keep to myself. I didn't want people to see it before it was ready for public eyes. Even in the middle of all the player contribution, either in the form of <a href="http://spritesex.blogspot.com.br/p/bathroom-wall.html">short sexual fantasy testimonials</a> or <a href="http://spritesex.blogspot.com.br/2011/12/update-on-player-participation.html">nude photos exposition requests</a>, the game felt very... mine. Very personal. Anyone who's read a bit of this blog knows how intimate <a href="http://spritesex.blogspot.com.br/2011/05/my-relationship.html">my relationship</a> with the game has been all along. In a way that's not as flat and obvious as it may seem at first glance, everything I put in the game was part of me. In a way, the game was like a personal diary. And as it grew on me, so did the pressure to let it out.<div>
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After almost two months of testing - which were very painful to me, as I had to hold it for a bit longer - I made the public release of <i>Polymorphous Perversity</i>. Back then, it was one game. Today, after numerous comments, videos and reviews sprouted on the Internet, it feels like another game entirely. And that's how it should be. To me, games are messages, from developer to player. The content of the message is not exclusively determined by the author's intent, but by the receiver's understanding as well. The content of <i>Polymorphous Perversity</i> only made real sense to me after players started responding. And thus I feel the game - or rather, the project - is <u>actually finished</u> now.</div>
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I have vowed myself not to give interviews regarding the game once it was released. I have also vowed myself not to comment on player's discussion on the game, neither try to explain anything. I have to say, keeping those vows has been extremely difficult. I have this urge to keep talking, explaining and elaborating, if only to try and make more sense of the game to myself, put thoughts and ideas into words and making them concrete. But that would defeat the purpose of the entire thing, and I feel it would be too arrogant of me to say that someone didn't <i>get </i>the game. That's not what it's about.</div>
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There are two modes in which I functioned while making <i>Polymorphous Perversity</i>. I'll call them the Conscious Mode, and the Unconscious mode. In Conscious Mode, I made deliberate design choices trying to convey specific reactions on the players while fully aware of the message I was trying to send. There are various elements in the game that seem random, I know, but believe me - they aren't. In Unconscious Mode, I refrained myself from overthinking scenes and dialogs, and just wrote whatever came to mind, like <a href="http://en.wikipedia.org/wiki/Free_association_(psychology)">free association</a>, no matter how senseless they could seem at first examination. That's also an inheritance of Freudian inspiration, and that's not a bit more random than Conscious Mode. I think both modes worked equally well on constituting the game's content.</div>
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I'll say it now, there <i>is</i> intentional meaning in <i>Polymorphous Perversity</i>. I was trying to make a <u>point</u>. From what I've been reading, no one have seemed to quite get it, or rather, think like me. Maybe because in the effort of trying to hide some cues from insipid obviousness, I hid them a little too well. It doesn't really matter. I'm glad that people are still able to make consistent readings of the game, and I am not to say they are any less valid then my own.</div>
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What is special about <i>Polymorphous Perversity</i>, though, is how deep those readings can go. It is incredible how the game seems to catch people's attention through entirely different elements. How two people can love the game for completely different reasons, and how two other people can hate it for different reasons as well. And it's not just love and hate - players have engaged on the game on very different levels. And this is exactly what I meant, and what I expected when I said I hoped <a href="http://spritesex.blogspot.com.br/2011/11/player-sexual-involvement.html">players to involve with the game sexually</a>. I didn't mean players were suppose to get horny playing the game (though, well... it could happen). I meant that players would react differently to the game for reasons that correspond to their sexuality - and again, I summon Freud for a broader understanding of sexuality. I could mention a good bunch of examples here, but I don't want to point fingers at the people writing about the game. Just google it, or browse the "They have spoken" tab on the right side of this blog.</div>
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It would be absurd to deny that there's a lot of myself in the game, but at the same time it managed to allow players to put a lot of themselves in there too. And by the multiplicity of player's reactions, I could say that process number two has carried an important weight. From this perspective, it's funny how I have been called many things as the creator of the game, "transphobic", "misogynist pig" and "juvenile" being some of them. They're blaming me from <a href="http://en.wikipedia.org/wiki/Psychological_projection">the things they saw</a>, things lots of other players didn't... and even I didn't. To be honest, I was incredibly surprised that the game has raised debate on the "tranny" issue and on the "rape" issue. My response to this is: those are not <i>my </i>issues, and they're definitely not the game's.</div>
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Having said that, I acknowledge a lot of the game's flaws that were mentioned by many players, especially mechanic. I took a lot of risks, and it was hit and miss process. Once some guy asked me when would I make another game like <a href="http://rpgmaker.net/games/2068/">Beautiful Escape: Dungeoneer</a>, or even a sequel to it. I would never. I want to make games that challenge me, that take me out of my comfort zone. If anyone thinks playing <i>Polymorphous Perversity</i> is hard, imagine making it. But that's what it's been about, all along.</div>
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My original intent of this game was making an RPG that contained pretty much every aspect of the male sexuality (male - intentionally). It would be some sort of clinical exposition, an essay on sexuality, and funnily, that was what some people were expecting. It was bound to fail, of course, and gladly it did. <i>Polymorphous Perversity</i> is not the game I started making in Feb 2011. It's nothing like it, but I'm completely satisfied with what it turned out to be. I'm satisfied with the journey I took, I'm satisfied that I actually finished it (almost a miracle, I could say), and I'm satisfied it communicates with people. I wouldn't change anything.</div>
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I don't know if I'll be graded A, B, or F, but my horny meter is definitely down right now.</div>
Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com4tag:blogger.com,1999:blog-34890737530655525.post-10013282459637089532012-06-25T13:39:00.003-03:002012-06-25T13:39:31.519-03:00At last... Polymorphous Perversity!It is <b>finished</b>. Download it now:<br />
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<a href="http://www.gamejolt.com/freeware/games/rpg/polymorphous-perversity/8383/">DOWNLOAD POLYMORPHOUS PERVERSITY</a><br />
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<span style="background-color: white;">The system implemented after the testing phase was a <b>sexual diagnosing system</b>. Click <a href="http://spritesex.blogspot.com.br/p/diagnosing.html">here</a> for info.</span><br />
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I haven't forgotten about the $69 prize and the <i>Polymorphous Perversity Guide to Masturbatory Reconditioning</i> I promised to one of the testers. I'll take care of it soon.<br />
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I've talked enough about this game. Now I want to hear about it.Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com52tag:blogger.com,1999:blog-34890737530655525.post-31976126135786279902012-06-16T17:43:00.002-03:002012-06-16T17:43:16.816-03:00Testing is overDeadline for testing was extended to June 16th, which is today. Testing is over.<br />
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I got almost <b>300 sign ups</b> for testing, which was a surprisingly huge number, but only <b>22 savefiles</b> sent, which was surprisingly little. But I take part of the fault for that, because I got numerous reports that the game was somewhat difficult and frustrating at points.<br />
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I'm not taking any more sign ups, but if any tester is still willing to send me the savefile within the next few days, that will be great!<br />
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Next step is organizing all data from savefiles and doing some heavy statistic work. I said I wanted 100 testers, but I was thinking high. I could work fine with 50, and my very very minimum would be 20. I have 22, which means the outcome of the process will be far from ideal, but it will do.<br />
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I'd rather not talk about the actual system I'm implementing using data from the savefiles right now, but it will only affect the ending of the game. I'm also changing a lot of stuff based on testers' feedback, but nothing major.<br />
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I set my mind not to change ANYTHING in the game once I've made the final release. The game was finished on April 26th, almost 2 months ago. That's enough fine-tuning. I think I'll have the final release of the game by... let's say... June 29th. I'm sorry for the huge delay though!<br />
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I'm taking suggestions regarding where I can host the game. I want something that's reliable, easy to access, and preferably with a download count. I don't want sites like rapidshare or 4shared. I was thinking <a href="http://www.gamejolt.com/">Game Jolt</a>, which is a pretty great site, unless someone has a better idea.<br />
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Thank for you everyone who has tested the game, even those who couldn't finished. Thanks for all the feedback as well! And thanks everyone else for the support. I hope the final "product" is worth the wait!Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com2tag:blogger.com,1999:blog-34890737530655525.post-31559972484746111112012-05-31T10:41:00.005-03:002012-05-31T10:48:10.929-03:00More timeI contacted the testers, and I decided to give testing more time.<br />
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So <b>deadline for testing now is June 16th</b>.<br />
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I have also decided to make things a bit easier for testers.<br />
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I made a patch that fixes some minor problems: less lag at some points, more items, less difficulty, more instructions. Just extract the rar file to your game folder and replace the previous files.<br />
<a href="http://rpgmaker.net/users/calunio/locker/PPpatch_may31st.rar">DOWNLOAD TESTING PATCH</a><br />
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I also wrote a very brief guide for those who are stuck at some point and don't know what to do next. I recommend you do not read it unless you're really stuck. Also, don't read past the point you need.<br />
<b>COMING SOON</b><br />
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If by June 16th I don't have enough savefiles, I'll release the game as it is. I have fixed some problems according to the testers feedback, but I haven't implemented the system that would require the savefiles I'm asking to function. If I don't have the savefiles by then, the game will have to do without it.<br />
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Thank you for the help, everyone!Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com8tag:blogger.com,1999:blog-34890737530655525.post-28818391109114944432012-05-22T12:32:00.001-03:002012-05-22T12:33:18.012-03:00Something wrong?Testing phase is not going quite as I expected.<br />
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So far, I have 178 sign ups (all of them have already got an e-mail with the game's download link), but only <i>five </i>have sent me the savefile. Testing phase has been up for 11 days, and there are only 10 days left.<br />
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A few people sent me e-mails reporting trouble running the game on Windows 7, but all of them (I think) have been fixed. I also got a couple of people telling me they got stuck on some part of the game, but I already gave them instructions on how to proceed.<br />
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I wonder what has happened to the rest. Have they given up on the game? Why? I need some feedback on this. But more importantly, <b>I need people who are actually willing to finish the game</b>. Without the information from the savefiles, it won't be possible for me to finish the game (EVER!).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXC_8a5oha6UrIsiEToKEr2Y2MeURbELONf5NSU96N6MfksEF-jwjwrJCM9ThraC4qTTwccG65EvNTg557gMQ9nnBRXMIh_v8wQ5fBL9ReFOClvAc8hmjI_ncBUZ4SbqP1lbD-QeZLQ7Y/s1600/ppplease.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXC_8a5oha6UrIsiEToKEr2Y2MeURbELONf5NSU96N6MfksEF-jwjwrJCM9ThraC4qTTwccG65EvNTg557gMQ9nnBRXMIh_v8wQ5fBL9ReFOClvAc8hmjI_ncBUZ4SbqP1lbD-QeZLQ7Y/s1600/ppplease.jpg" /></a></div>
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<br />Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com17tag:blogger.com,1999:blog-34890737530655525.post-60974274358152440332012-05-11T09:49:00.004-03:002012-05-11T09:52:30.809-03:00Let the testing beginThe game is completely finished now. Time for testing.<br />
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I got a lot of messages and e-mails from people willing to test the game. I really appreciate the interest! But let me just explain what this testing actually is, not to raise wrong expectations:<br />
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- There are some experimental mechanics I'm using within the game, and they need some sort of calibration to properly work. The game records some data of player performance, and the feedback I need from the testers is in the savefile of the game. So the only kind of feedback I <i>need </i>right now is the savefile of the game after completion.<br />
- I don't intend to change the game's content after testing.<br />
- This calibration is being made to ensure the best gameplay experience possible. Thus, if you want to experience the game to the fullest, I recommend you wait for the final release, and don't test.<br />
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If you're still interested, sign up here:<br />
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<a href="http://spritesex.blogspot.com.br/p/testing_11.html"><span style="font-size: large;">Polymorphous Perversity Testing Sign Up</span></a><br />
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On a side note, I'm very happy with all the recent buzz on the game! In a way, it's too bad this popularity came a little late, because all the player contribution would be very rich to the game. But like I said... right now, I just want to get it done. Unleash the beast.Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com10tag:blogger.com,1999:blog-34890737530655525.post-53316488793693577902012-04-26T01:47:00.002-03:002012-04-26T01:47:28.487-03:00Wait for itAccording to my checklist, <b>I just finished <i>Polymorphous Perversity</i>.</b><br />
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I shouldn't even be posting it, but I'm so happy!<br />
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But it's not <i>really </i>finished. Next steps:<br />
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1. Play the entire game myself. Try to spot bugs, incoherences, and probably make a few tweaks on the text. That should happen in the next few days.<br />
2. Bug testing. Another person will play the game looking for grammar errors, passability bugs, freezing glitches, etc. Should take a week, tops.<br />
3. Balance testing. My game mechanics are too daring to go public before I know if they actually work. I'll need quite a few testers on this. I'll announce it when bug testing is finished... but if you want to be a tester, check back in a week or so.<br />
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<br />Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com14tag:blogger.com,1999:blog-34890737530655525.post-15257753985756941602012-03-28T16:07:00.002-03:002012-03-28T16:07:40.239-03:00EarphonesI just bought earphones to help me finish <i>Polymorphous Perversity</i>.<br />
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There are just very few minor things to get everything done. But there is also one not-so-minor thing: sound effects. Not bleep-bloop videogame sounds effects, because I already added those. I mean... porn sound effects. I know I want them, but I haven't even started looking for them.<br />
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I've already found some websites with porn sounds for download (<b>if you know any of those, please post on comments!</b>). But they are all so so fake. People faking orgasms on the microphone. It sounds almost stupid. They're still an option. But my better option would be ripping sounds from porn movies and clips. Which is not an easy task, because I would have to find movies with decent quality and no voice/music overlapping. I can see myself watching dozens of porn clips of all kinds, pausing, going back and forth, trying to rip sound clips as short as 1 second (like a <a href="http://1.bp.blogspot.com/-O5adQaqZpy8/Ti8JtxQ17TI/AAAAAAAAGog/MIkKu0vag6A/s1600/mitos+e+beneficios+do+fap+fap+masturbacao+para+a+saude+preguica+mental.png">fap</a> sound).<br />
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I don't live alone, so the whole process may be acoustically disturbing to whoever is around. Thus the earphones. You might considering getting those too if you plan on playing <i>Polymorphous Perversity</i>.<br />
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<b>Like I said, expect this game to be finished around May. If you plan on helping with testing, be sure to check back on the blog every now and then.</b>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com3tag:blogger.com,1999:blog-34890737530655525.post-48977467335156858482012-03-11T22:11:00.003-03:002012-03-11T22:11:42.489-03:00And that's how it goes<div class="separator" style="clear: both; text-align: center;">
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<br />Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com0tag:blogger.com,1999:blog-34890737530655525.post-62998240372738386282012-02-20T13:31:00.001-02:002012-02-20T20:00:29.775-02:00Death threatsToday is February 20th, 2012, and it's an important date for <em>Polymorphous Perversity</em>. It's been exactly one year since I started working on this (which was supposed to be a 2 month) project.<br />
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There are basically two reasons why everything is taking too long. One, the game was supposed to be simpler, just a bland RPG with simple graphics and lots of sex. I got ambitious, and <a href="http://spritesex.blogspot.com/2011/05/conceptual-issues.html">the concept evolved</a>.<br />
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The second reason is that I noticed the process was having <a href="http://www.electrondance.com/not-safe-for-work/">personal effects on me</a>, and I decided that it was a good thing. Instead of shutting my mind to the vast sea of sexual weirdness presented in front of me, I chose to embrace it. From the beginning, I opened the game's doors to player contribution, asking for their sexual fantasies and experiences and even adding their voluntary naked photos on the game. I made my own contribution too. And let's just say that my research experience has gone past googling for stuff.<br />
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But taking too long to finish a game is a bad thing in itself, and it's even worse if you're forcing yourself in the process to think about a delicate (in lack of better terms) subject such as this one to inspire game design. I'm a perfectionist, and I'm stuck on some parts of the game because I haven't found the <em>perfect</em> way to design them. I think, I look for ideas, but it's making me sick. I think the best way to describe what I'm feeling is to <strong>imagine having a pervy ghost whispering fetishist porn in your mind all day long for a year</strong>.<br />
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What I'm saying is: I need to convince myself that the game doesn't have to be great, or I'll never finish it. Yeah, it may end up being great, it may end up being crap, but I don't care anymore. I already know I utterly failed on my (rather impossible) goal of representing every possible element of the human sexuality spectrum in the game. To be honest, I was only aiming at male sexuality in the first place, since I'm pretty insightless on female sexuality. I run the risk of making the game too shallow, too fast, too cliche, too cold, but I don't (can't) care.<br />
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<strong>Expect the game to be finished soon</strong>. And if it isn't, feel free to make me death threats.Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com4tag:blogger.com,1999:blog-34890737530655525.post-42043330006657063502012-02-15T12:37:00.001-02:002012-02-15T12:38:28.340-02:00A word about sex in mediaI just read Rich Stanton's piece <a href="http://www.eurogamer.net/articles/2012-02-14-why-cant-videogames-do-sex">Why Can't Games Do Sex?</a><br />
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Although I appreciate the insightful review on sex and video games, I have to disagree with the basic premise, which is: <b>sex is a natural thing, so we should deal with it naturally</b>. That includes, of course, having sex on videogames.<br />
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<span style="font-size: x-small;"><a href="http://spritesex.blogspot.com/2011/07/re-sexual-video-games-are-good-for-us.html">This has been discussed before in my blog</a>.</span><br />
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I'll use myself as reference for my argument, but in this regard, I think I'm a pretty standard person, so I hope it's generalizable.<br />
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I've played a few Hentai games before... like <a href="http://www.download-full-games.com/pc/adult/true_love.html">True Love</a> and <a href="http://www.newgrounds.com/portal/view/494398">Hentai Sim Brothel</a> (which inspired <a href="http://gamejolt.com/freeware/games/strategy-sim/marvel-brothel/4052/">Marvel Brothel</a>). Though they're pretty ok games, I felt a little impatient while playing them. That is because, knowing I was playing a game full of sex and naked chicks, I wasn't really in the mood for stats management and talk-talk-talk. I like how <a href="http://www.electrondance.com/969-on-marvel-brothel/">Electrondance</a> described Hentai Sim Brothel: it's a game that rewards masochistic play with hentai images. But it's not supposed to be really masochistic, as it's an interesting business simulator. However, when you're in the mood for sex, you're probably not in the mood for numbers.<br />
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My point is basically: <b>sex change things</b>. When I'm watching a movie that I know to contain a strong sex scene, I can't help but wait for that scene and get a little impatient with the rest of the movie. I mean, who likes the terrible acting and dialog of porn actors/actresses when they're not having sex? Same for games. Same for pretty much everything (dates?). Like I said elsewhere, having sex in a game is enough to turn it into a sex game. And sometimes, you just don't WANT to make/play a sex game. So if you're going to do sex, you have to do it right.<br />
<br />
If you put a sex minigame in GTA, I have no doubt people will rush through the rest of the game trying to get to that as quickly as possible. They'll hack the game, if they have to. If there was actual sex in The Sims, I don't think people would treat it as "part of the avatar's basic needs" in a natural way, they would force and rush sex in the most bizarre ways possible just for giggles. So, yeah, <b>blame the players</b>. If you want to have sex in a game, make it a sex game, like that grotesque <a href="http://www.google.com.br/url?sa=t&rct=j&q=sepe's%20cumshot&source=web&cd=2&ved=0CDsQFjAB&url=http%3A%2F%2Fwww.adultminigames.com%2Fgame%2F7102%2F70%2Fsepe-cumshot%2F&ei=8MI7T8PnCdGEtgfFmt3qCg&usg=AFQjCNEmODsWvFZjvV85OJij_5bmqnS1nQ">Sepe Cumshot</a>... thing (I'm still washing my hands), on the risk that it'll be a horrible game if you're just trying to simulate actual sex as realistically as possible - because, you know, it's probably not as good as actual sex.Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com1tag:blogger.com,1999:blog-34890737530655525.post-58596980548355844572012-01-25T11:36:00.004-02:002012-01-25T11:39:59.458-02:00Premature ejaculationSo the game is almost done, except for a few finishing touches and the two final scenes.<br />
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I decided to give it a full playthrough to get a good feel of the game and spot bugs. At first I just ignored all the side stories and ran straight through the main plot.<br />
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It was way too fast.<br />
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Then I went back and played every side quest and optional scene.<br />
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Still fast.<br />
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Of course I tend to go faster than other players because I know everything. But the speed still worries me.<br />
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I'm thinking about adding... stuff. I won't extend the main plot, but add more optional content, secrets, etc. Not much. On one hand, it'll give me the opportunity to add more of the things from my Bathroom Wall. On the other hand, it will delay the release of the game a bit. Not much.<br />
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Sorry about that!Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com7tag:blogger.com,1999:blog-34890737530655525.post-9864084340740489712012-01-15T19:42:00.005-02:002012-01-15T19:50:18.140-02:00Making progress!My break ends today, tomorrow I'm getting back to work on this game, full speed, promise.<br />
<br />
I decided I should make some sort of cheerful post because the last one was too depressing.<br />
<br />
I have to say, one of the things that motivated me and inspired me the most to work on <i>Polymorphous Perversity</i> again was playing an awesome indie game. And the game I'm talking about is Richard Hofmeier's <a href="http://www.richardhofmeier.com/cartlife/index.html">Cart Life</a>. This game is just so unique and brilliant that I have to be careful not to be overhumbled and give up on whatever I'm working at. If you want to know what it's about before giving it a go, you can read a great review <a href="http://www.electrondance.com/?p=4168">here</a>.<br />
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The worst thing about working on a game is that you get tons of ideas to work on OTHER projects, and you have to be really persistent not abandon your present one and start a new one. I know many many people who've started quite a few games, but never finished one. <i>Polymorphous Perversity</i> will actually be my first long finished project, since all my other ones are either unfinished or were finished in a short time.<br />
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Yeah, I am finishing this. I decided to put down a list of what's left to be made:<br />
<br />
<ul>
<li>Mapping and coding the last dungeon/story bridge (it is already planned).</li>
<li>Planning and designing the last scene (whatever requires planning often takes more time).</li>
<li>Designing the really final scene (already planned).</li>
<li>Planning and designing three intermediate parts of the game.</li>
<li>Making opening and ending (already planned).</li>
<li>Ripping sounds from porn films and adding them to game.</li>
<li>Tons of small other things, but they are really small.</li>
</ul>
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It's not much! I really have no idea how long it will take, though. If I had to guess, I'd say... end of March? Could be before, could be after. I'll chop off unnecessary fillers so I can finish this game sooner.<br />
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But then there's also beta-testing phase, and I expect it to last at least a month, because I'll need dozens of testers. So, sorry for not keeping my word about releasing the game at the end of January. I hope I'll make it worth it. At this point, I don't even know how ambitious this project is anymore, but even if it doesn't end up being an "insightful look into human sexuality", it's still going to be a fun game.<br />
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<span style="font-size: x-small;">PS: There isn't really anything about the game or its theme that shocks me or disturbs me at this point. I can't tell the difference between being resistant and getting desensitized anymore.</span>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com5tag:blogger.com,1999:blog-34890737530655525.post-54418560268836931502012-01-05T13:40:00.001-02:002012-01-05T13:40:16.101-02:00It is endingThe world is ending, so I need to finish this game soon.<br />
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Sadly, I haven't been physically or mentally well, so I can't get myself to do much for the game at the moment.<br />
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This is not a hiatus, not a possible cancellation or anything like that, just a break I need to take. A short one, hopefully.<br />
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There isn't much left to do, though. And if I feel a bigger urge to finish the game sooner, I'll just skip some non-important stuff and get it over with. I'll release this game, I promise.<br />
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Staying on subject, I recently saw this poll that asked people what would they want to be doing when the world ended. Over 50% said they want to be having sex. I'm puzzled. Why do they have to wait for the world to end?<br />
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Death and sex are themes that pop up together more often that I expected.<br />
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Shout out to <a href="http://www.kunstkrake.de/mhutter.php">Michael Hutter</a> for some amazing art I stumbled across googling for "death and sex".<br />
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<br />Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com5tag:blogger.com,1999:blog-34890737530655525.post-68458610987281898512011-12-10T00:06:00.001-02:002011-12-10T00:17:52.850-02:00Update on player participationI talked about <a href="http://spritesex.blogspot.com/2011/06/player-participation.html">player participation</a> once, and made a separate tab explaining <a href="http://spritesex.blogspot.com/p/you.html">how players can contribute to the game</a> (make sure you read it!)<br />
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I'll say that the current level of participation is not as high as I wanted/expected, but that's ok. On the other hand, the impact that this participation is having on the game is big.<br />
<br />
On a rough count, there are at least 7 scenes/events on the game that were directly inspired from things posted on the Bathroom Wall (like <b class="pn_std" style="background-color: #ffd4c4; color: #63382d; font-family: Arial, sans-serif; font-size: 11px;">TD</b><span class="Apple-style-span" style="background-color: #ffd4c4; color: #63382d; font-family: Arial, sans-serif; font-size: 11px;">: I want to turn a man into a woman, and then into a statue.</span>), not counting more general things that would be in the game anyway but were also referred to there, like BDSM and trannies.<br />
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I got a few photos of naked players by e-mail, and a few half-naked photos of friends who wanted a cameo, not counting pictures of unknowing friends.<br />
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There are a few direct quotes from people (friends, internet people) used in the game as well.<br />
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I got a few e-mails of people volunteering to testing, which is great, but nothing near the 100 testers I need. I have some ideas on how to get more testers, but I'll save them until I really need it.<br />
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My goal with this is adding another level of player interaction on the game. It is part of the game's concept. So, unless you're an unsexualized robot, please contribute!<br />
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<i>Polymorphous Perversity</i> should be complete within a couple of months.Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com1tag:blogger.com,1999:blog-34890737530655525.post-28947885258903558232011-12-01T12:00:00.001-02:002011-12-01T12:04:42.748-02:00Why so serious?<div class="separator" style="clear: both; text-align: center;">
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<br />
When I first had the idea of making <i>Polymorphous Perversity</i>, I wanted it to be a simple somewhat-surreal sex themed RPG. It is about sex, it contains sex, and it is aesthetically sexual.<br />
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The first place I ever posted the game was in a French RPG Maker community called <a href="http://www.rpg-maker.fr/">Oniromancie</a>. I asked permission from the moderator first - not many places would allow such game to be posted. Initial reactions were mostly "lol" and "wtf". But at some point, I got annoyed that people were laughing at my game so much. I didn't think it was a comedy game. And when I complained, someone said something like:<br />
<br />
- You have a penis for a HUD. How can you expect anyone to take that game seriously?<br />
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To which I replied "<i>I</i> am taking it very seriously". But of course I always expected this game to be funny in parts. For some neurotic reason, sex tends to be taken as a funny subject. Modern comedy resorts to sex themes often because, in case you're not creative or witty enough, just saying something sexual will make your audience laugh.<br />
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I do not think I'm making a comedy game, though. A comedy game is one made for the purpose of drawing laughs from the players. Though my game has its funny bits and some deliberate jokes, it's not a comedy game, as it is not the main purpose of the game. People don't have to laugh to enjoy it. People may not even laugh at all, and taking it more seriously could even add to the experience. It's like <a href="http://gamejolt.com/freeware/games/strategy-sim/marvel-brothel/4052/">Marvel Brothel</a>: people lolled at it, but it was not a comedy game. It was a business simulator. <i>Polymorphous Perversity</i> is not a comedy game.<br />
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What offends me even more is saying it is not a "serious" game. I think it is, since I'm taking it seriously. In my opinion, a non-serious game is one that the developer makes without putting much thought and effort into it. He doesn't really care whether it'll be good, it'll be fun, it'll be balanced. He's more like "lol I can mak gams". And I've seen too many of those, which only makes me angrier at the comparison.<br />
<br />
I will not fall into the trap of saying my game is super serious in the sense that it is a serious approach to sexual issues. It could be. Right now, I'm torn as to whether my approach is more scientific or more artistic (a blog on that later). But it is very serious as a game.<br />
<br />
I believe that when someone sees a dick HUD on the screen and laughs at it, it's sort of what happens if you see a naked guy running on the street and you laugh. It's not just "funny". It's more like a defensive way to deal with uncomfortable stimuli. People deal with that kind of thing differently, and that's the whole point of the game. Not comedy.<br />
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I will not deny that I sometimes resort to little jokes here and there. I want to make the game enjoyable in more than one way. But there's seriousness behind every joke.<br />
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<br />Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com1tag:blogger.com,1999:blog-34890737530655525.post-32024411959799220502011-11-24T09:43:00.002-02:002011-11-24T09:52:08.672-02:00Save-do-regret-loadI've just stumbled upon an important design issue for this game: <b>save points x save anywhere</b>.<div><br /></div><div>I always hated save points. RPG Maker 2003 lets you save anywhere by default. Still, lots of games made in RM2K3 have save points, which means they forbid you to save anywhere and force you to look for specific places to save. So, when you want to stop playing, you can't just quit and come back later... you have to look for a save point, which sometimes is not as near as you'd like.</div><div><br /></div><div>It is worse when save points are badly placed. There are games with huge cutscenes before difficult battles that force you to rewatch the entire cutscene in case you die in that battle.</div><div><br /></div><div>So, unless there are places in which the player may get stuck and you don't want him to be able to save there, I see no reason for not letting the players save anywhere.</div><div><br /></div><div>BUT</div><div><br /></div><div><i>Polymorphous Perversity</i> is, in a way, a game about morals and choices. Will you pay the farmer to have sex with his daughter? Will you fist the tranny looking for treasure inside her? Well, some choices are important, some aren't. But in a game where you can save anywhere, it's very very easy to undo those choices. Just <b>save-do-regret-load</b>. I don't want this to happen. So, for the first time, I'm thinking about adding save points. But I still hate them, saving anywhere makes the game a lot friendlier.</div><div><br /></div><div>What to do, what to do?</div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com14tag:blogger.com,1999:blog-34890737530655525.post-43586216269091390722011-11-10T11:05:00.003-02:002011-11-10T11:25:55.631-02:00Player sexual involvementOne of the main questions I raise with this game is <b>how much can a player get sexually involved</b> with it. Or even, can someone get sexually involved with the game at all?<div><br /></div><div>Well, I can anticipate a <i>yes</i> answer to the second question. But I'm writing this post to <b>remove some weight out of this assertion</b>.</div><div><br /></div><div>In one of the comments on <a href="http://www.rockpapershotgun.com/2011/04/29/sex-hells-polymorphous-perversity/">RockPaperShotgun's piece on Polymorphous Perversity</a>, someone said it would be too pretentious to me, as a developer, to expect players to learn more about their sexuality by playing a game like this. Though I never made such claim (that one could learn about his sexuality playing Polyperv), it could be true depending on the weight you put on that.</div><div><br /></div><div>For instance, if you go to the market, try a fruit you had never tried before (like <a href="http://saudealternativa.org/wp-content/uploads/2011/02/rom%C3%A3_.jpg">this</a>), and end up enjoying it, you'll have learned something about yourself, won't you? That's as far as my pretension goes.</div><div><br /></div><div>For that matter, there are many things you can do in Polymorphous Perversity that have very little impact on the game itself. For instance, once you learn the masturbate skill, you can use it anywhere (literally, anywhere). Though it has an impact inside battles, it's purely aesthetical outside of them.</div><div><br /></div><div style="text-align: center;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4JLyDQnn1nAQ3NaNeaCkZlByMapJ0zNF131pbZIsljhnfFMR_tULF2iA2NyHCmNGk1Y7D0kvqtixrfJq-_y3VPjCC5OesI7DwVJG7t7FpzbgrM-V5kPoBljl8RIDXovRHKVXJ3XoFm7Q/s324/ppss15.jpg" /></div><div><br /></div><div>Still, I expect players to do it. Maybe a little, maybe a lot. But if they do it, it will be for purely sexual reasons.</div><div><br /></div><div>Another example, based on things I've been reading about balloon fetish, I added some balloon stuff in the game. There is a balloon item that is somewhat difficult to obtain, and you can sell it for money. Or you can just pop it, which does nothing but visual and sound effects of a balloon popping. I expect some people will pop it. Maybe once, maybe twice, maybe more. Why would they do that?</div><div><br /></div><div>There are really a lot of instances in the game where players can opt to do sexual stuff. Sometimes they have an impact on the story, or game mechanics, but most of the time they don't. Still, players will do those things, and it's safe to say, to me, that it's out of sexual reasons. They might do it without thinking, they might do it consciously, or maybe self-consciously. And then they may go "what the hell am I doing?", and that's the point where you can start... observing yourself.</div><div><br /></div><div>I shouldn't be making a post about this, because it can bias player's behavior inside the game... like I was there watching, saying "told you so". But not many people have been reading this blog anyway, so... eh.</div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com6tag:blogger.com,1999:blog-34890737530655525.post-322340093075976782011-11-01T14:37:00.005-02:002011-11-01T15:07:53.163-02:00DifficultyToday my brother asked me a question: <i>in games where there is some sort of progression (like gaining levels), do you actually get stronger over time, or do you just keep balanced with the enemies / challenge level?</i><div><br /></div><div>If you think of traditional RPGs in which you gain levels and raise your basic stats, although you increase your power in <b>absolute terms </b>(higher numbers), it remains the same in <b>relative terms</b>, because the stats of the enemies increase throughout the game as well. So, although it works as a motivational factor, there's a certain illusion of progression in games like that.</div><div><br /></div><div>It's only an illusion to a certain extent, because not only you get higher stat numbers, but different skills, more items, more party members, game options, etc., so there is an actual progression in the game. But the diversification of the challenge increases as well, and even though you get stronger and learn to play better during the game, the final parts are almost always harder than the initial parts of the game (i. e. enemies have complicated defenses, use tricky skills, etc.).</div><div><br /></div><div>It's not really a flaw. I'm just writing this to introduce how I dealt with difficulty in <i>Polymorphous Perversity</i>.</div><div><br /></div><div>First, I have to say I don't like hard games. I don't like games in which you die a lot and have to retry the same bits lots of times. I don't like it, period. And I don't make difficult games. If you played <a href="http://rpgmaker.net/games/2068/">Beautiful Escape: Dungeoneer</a>, you'll know it's an easy game. Very hard to actually get a game over. But though you can finish it with little effort, you'll need more thinking to get good scores.</div><div><br /></div><div>I'm using a similar approach in Polyperv. With twists.</div><div><br /></div><div><span class="Apple-style-span" >Disclaimer: I'm using the terms <i>battle,</i> <i>enemies </i>and <i>damage </i>because I am (and you probably are) more familiar with them. But like I said before, there are not actual battles, and they are not really enemies.</span></div><div><br /></div><div>I described the battle/sex system in a <a href="http://spritesex.blogspot.com/2011/10/gamey-game.html">previous blog</a>. Finishing battles is fairly easy, as you can just keep using the basic fuck command and rest/use items to replenish stamina if necessary. Still, if your stamina reaches zero, you get no XP but you don't die either. The problem is: mashing the fuck command will probably get you a bad score.</div><div><br /></div><div>Getting a good score involves some practice, and learning new moves. That means you're likely to get bad scores on all initial battles. Only later in the game you'll be prepared to get really good scores, even on the initial enemies.</div><div><br /></div><div>For that reason, overall there's no clear increase in enemy difficulty through the game. Some enemies are harder (they have more stamina, use more skills, act more often, etc.), but the harder enemies are not necessarily at the final parts of the game.</div><div><br /></div><div>My thinking is: finishing off battles quickly is so easy (and gets progressively easier) that players will start wanting to get good scores. Then they'll start thinking, and looking for tools to do it. And if they return to the enemies they fought early in the game, those same enemies will be harder... in a subjective way.</div><div><br /></div><div>There's also a little problem: the main damage stat is <i>potence</i>, which determines how much damage your fuck attacks causes. As you increase your potence, battles will finish off more quickly... which is not always good. There are ways to reduce your own potence inside the battles, like masturbating, or repeatedly using the fuck command, etc. That's another element that makes the game harder/more strategical as it progresses.</div><div><br /></div><div>There are bosses of course, and they are hard. But if you fail in them, it doesn't make a real difference story-wise (most of them).</div><div><br /></div><div>There is a part where I went traditional though. Final parts of the game have a higher degree of challenge... not only with more bosses, but with less ways to rest between battles. If you fail a battle, your <i>horny meter</i> increases, and if it goes too high, you get a real game over. If you don't worry about good scores during the whole game, you'll get very little XP, your character will be weak, and you'll be unprepared to deal with the real final challenges.</div><div><br /></div><div>That's not really an alternative way of increasing the difficulty of the game over time. This is my way of having the game be as difficult as the player want it to be. If you want it easy, easy it is. If you want complicated, there is fun for you too.</div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com0tag:blogger.com,1999:blog-34890737530655525.post-21855210612523296262011-10-24T10:27:00.006-02:002011-10-24T11:01:55.356-02:00Gamey game<div><p align="left">So I've spent enough blogs talking about fetishes and sexual weirdnesses, but not enough talking about the game itself. Well, the game<em> is</em> full of sexual weirdnesses (and non-weirdnesses), but there's more than that.<br /><br />Like I said in a <a href="http://spritesex.blogspot.com/2011/05/conceptual-issues.html">previous blog</a>, originally this game was supposed to be very simple and bland RPG with the focus on the content (sex). It was also supposed to be finished in two months (one can dream). But I quickly remembered a game should have more than a strong theme to be interesting. It is a game, so it needed to be gamey. Not everyone would be interested by ingame sexual weirdness, so I needed something to attract other players.<br /><br />My decision was NOT to innovate in basic RPG aspects, and follow all the traditional formulas that have worked for classic games. So, apart from the theme, this is a very ordinary RPG in many ways. You can expect:<br /></p><ul><li>Semi-linear story structure</li><li>Side quests</li><li>Dungeons</li><li>Battles</li><li>Boss battles</li><li>Leveling-up</li><li>Simple character customization</li><li>Learning new skills</li><li>Items and shops</li><li>Treasure chests</li><li>Random talking NPCs</li><li>Minigames</li></ul><p align="left"><br /><strong>Battles</strong><br />One of the biggest difference to traditional RPGs refers to battles. <em>Polymorphous Perversity</em> uses RPG Maker 2003's default battle system (which is a replica of Final Fantasy's) in a modified version. There's only one character in your party, and your goal in battles is not to kill enemies, but to pleasure partners. There's a stamina measure that's similar to HP, and battles end when it reaches zero. Moves, apart from dealing stamina damage, cost a bit of stamina (and sometimes additional points called tricks, similar to MP). You can heal yourself, but partners rarely will. That means they slowly kill themselves as they attack you. Battles are often very easy, but the point is not just to reduce partner stamina to zero, but to give him as much pleasure as possible. Battles are scored in 4 factors:<br /></p><ol><li>Duration</li><li>Amount of pleasure given (each move raises it in specific values for different enemies)</li><li>Chain attacks (using the right sequence of moves, varying among different enemies)</li><li>Maximum damage delivered in a single attack (proportional to partner's maximum stamina)</li></ol><p align="left">At the end of each battle, this value is calculated and a score is given in a scale of F to A. The higher your score, the more experience points you get.<br /><br />If you "die" (your stamina reaches zero before the partner's), the battle ends and you get no experience points, but you don't get a gameover. That is, you never really die in battles, there's no clear victory or defeat. The gameover comes from another condition. There is a meter at the top of the screen that says how horny you are. It grows with time. If you win a battle, it is lowered. If you lose, it is increased. If you fight a streak of battles, you'll probably begin each of them tired (low stamina), and your chances of winning is subsequently lower. If you keep dying, your horny meter will reach its maximum and then you'll actually die. That's your difficulty for ya.<br /></p><center><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDldOqxHJ2x3kBp9-2rCd2SrhWkmovQHqGzCC7jD3QxpRbSnNkeJwaIak-biuF8FXc9VarIUvZZkofxC31X47KMveA3FIGSem8_z7ZM5or4z1maohTBarxC7i3njoIlDXJvsOiWr5p_Yk/s324/ppss6.jpg" /></center><p><strong></strong> </p><p><strong><br /></strong></p><p><strong>Stats and level up<br /></strong>Once you get enough experience points, you gain a level. Each level you can raise one single stat. Each stat has a different function in battle.<br /></p><center><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJs3FcSnBtoje3fUcvBQH-QCiBI6LSVxaOPQAtEFE3ty41AeQPq9E3YO1HJacC6y0T4NdBWcZ9bquQ_7_UdTKOv6NB3VIv3JIA1N7T0ZKwALekymbLPLMYlQWdus6HzqP7oIAQPWt8vCg/s320/levelupmenu.png" /></center><div align="left"><br /></div>Battles don't give you money. You can get money by item chests, or working. There are basically two jobs in the game: prostitute and miner. Mining is a completely non-sexual activity in the game. I tried making it a fun minigame on its own.<br /><br /><center><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjXHWFbhjrmw56EGpl7XBbD1iejmuKECbNKLKvknAIH_ZH90wcyH_c5HDRnLNiu72SYbH4RCCBzOi2PXIqKHkJCc0KnK4vJO6wiAlYZw3Je36SJ1sSEVPrTpkWY4wawpUBf9qLI7xBE0E/s324/ppss11.jpg" /></center><br /><br />There is also a story, but I don't want to reveal much about it. You're a guy from the real world thrown into a bizarre sex-driven world, and you must find your way out, while understanding why you're there. It has to do with the <a href="http://spritesex.blogspot.com/2011/07/tale-of-flower.html">Tale of a Flower</a>.<br /><br />I guess that's it. As for completion status, I have almost all the basic maps and scenes made, all systems working. Now I need to fill the final town, make the entire ending scene, and catch up with lots of minor details I left behind. I have no idea how long it will take, but I will finish it... promise.</div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com7tag:blogger.com,1999:blog-34890737530655525.post-6490884480178798722011-10-21T23:54:00.002-02:002011-10-22T00:08:05.430-02:00Fetish ConfessionsI keep getting told of more and more strange fetishes and paraphilias... bug chasing, vore, balloon fetish... I don't know if anyone shares this curiosity with me, but what I really like is not just knowing that there is such a big list of fetish possibilities, but I like trying to understand and putting myself inside the mind (or some other organ) of people with such tastes.<div><br /></div><div>I found a really cool text that discusses unusual fetishes and tries to understand what goes inside the mind of people who have them. I didn't find the full text in any reliable website, so I made a google docs file for it, and you can read it here:</div><div><br /></div><div><a href="https://docs.google.com/document/d/1ach65nKXlmV7ikwfJ_VjEi5OoovBxdq2pvKIdeORIRE/edit?hl=en_US">Fetish Confessions</a></div><div><span class="Apple-style-span" ><i>by Sandy Brundage</i></span></div><div><br /></div><div>There's one particular part that got my attention:</div><div><i></i></div><blockquote><div><i>"When I admitted that I still cringe whenever a balloon pops, Mike laughed. "I'm sorry. I'm still phobic myself. That's where my whole fetish derived from, that fear."</i></div><div><br /></div><div><i>"It's like your brain's way of processing fear. It makes sense when you think of how people get scared and turned-on at the same time, like at a horror movie."</i></div></blockquote><div><i></i></div><div><br /></div><div>Fetishes derived from fear is something new to me, but it makes a whole lot of sense, as far as their origins go. A balloon fetish is as strange as a balloon phobia, and it's really not that strange to think that they may have a common denominator, or maybe they're even the same thing. That reminds me of a very annoying (and shall I say, suspicious) psychological study that states <a href="http://www.youtube.com/watch?v=qIiHPLawd4I">homophobic men are secretly homosexual</a>. Psychoanalytically speaking, the base origin of every perversion is the repression of libido in its form or goal. Well...I'll have to put some more thought to it.</div><div><br /></div><div>As for how the game development goes, I've been setting myself on a discipline of working on the game every morning, no matter how much other stuff I have to do. Progress is slow, mostly because of the time I spend spriting. But it's going well. Thanks to everyone who's been sending me pictures.</div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com0tag:blogger.com,1999:blog-34890737530655525.post-28103526645732054822011-10-11T12:58:00.002-03:002011-10-11T13:19:36.212-03:00Crushed<div>After a few months of open-mindedly researching sexual preferences, practices and tastes, I couldn't avoid the feeling of "I've seen it all", of being desensitized (like I mentioned on my <a href="http://spritesex.blogspot.com/2011/10/unsexed.html">previous blog</a>). But I wasn't prepared for what I've just read on the <a href="http://spritesex.blogspot.com/p/bathroom-wall.html">Bathroom Wall</a>.<br /><br />Crush films: films depicting the crushing of animals (either small or large) used as fetishes, inducing sexual arousal.<br /></div><div><br /><br />... what?<br /><br />After clicking some links, I found this <a href="http://www.darwinawards.com/darwin/darwin1999-57.html">story</a>:<br /><br /><em>"the death of Bryan, 28, was related to his wife's habit of stomping rabbits and mice for sexual pleasure. (...) Stephanie did not deny that she drove over her husband, but in her own defence she released tapes to the police showing her stomping small mammals to death. (...) Such "crush" videos are sold to people who derive sexual pleasure from the sight of death, especially at the hands of a woman. (...) Stephanie contended that she was an unwilling participant in the videos, and had been beaten many times by her husband prior to his bizarre death. (...) As for her husband, <strong><span style="color:#ff0000;">his death under the wheels of his car was presumably a loving sex act between consenting adults</span></strong>."<br /><br /><br /></em></div><div><em></em> </div><div> </div><div>... what?<br /><br /></div><div> </div><div>Now I'll admit... I'm not a complete stranger to that idea. My game <a href="http://rpgmaker.net/games/2068/">Beautiful Escape: Dungeoneer</a> was built on a very similar premise: love expressed through violence. Anyone with basic understanding of Freudian theories will acknowledge that sadism is a perversion of sexual gratification. In <em>Beautiful Escape</em>, Verge tortures the people he likes. His love affair is ultimately consumed in an act of violence. I knew I wasn't making that up, I believed that <em>some</em> people can derive sexual pleasure from that sort of stuff.<br /><br /></div><div> </div><div>I'm very sensitive when it comes to animal violence (much more than with humans), and that's partially why this crush films thing scares me and crushes my open-mindedness a bit. But considering this Stephanie/Bryan story, it's probably safe to assume that the crushing fetish is animal-oriented only in the basis that it can't be easily fulfilled with people. But the crushing of people is probably... hotter.<br /><br /></div><div> </div><div>I almost dismissed the entire thing as way too uncommon and rare to even consider it as something to be taken into account for the game. But then I remembered the popularity of <em>Beautiful Escape</em>, and how much people en<em>joy</em>ed it, even if such joy was sometimes hidden behind other feelings. Am I saying that there are many more sadists and "crushers" than it would seem at first glance? Yes, sort of. The whole idea of polymorphous perversity (the concept, not the game) is that human beings can take sexual gratification from all sorts of stimulation, though cultural and invididual factors shape practices and behavior <em>to an extent</em>.<br /><br /></div><div> </div><div> </div><div>What have I gotten myself into?</div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com4tag:blogger.com,1999:blog-34890737530655525.post-42574793060964939592011-10-06T11:26:00.004-03:002011-10-06T11:49:15.962-03:00Unsexed<div style="text-align: left;">Electron Dance has just made an incredible article on Polymorphous Perversity. Check it out:</div><br /><a href="http://www.electrondance.com/?p=3372">Not Safe For Work</a><br /><br /><div>I'll admit, I'm mildly surprised about Harbour Master's take on the game, which is how it is psychologically affecting myself, and how people who commented on the article seem to sympathize with it.</div><div><br /></div><div>My update on that is that I'm feeling way too much desensitized about the theme right now, and that's not a good functioning state for me to work on the game. I gotta horn myself up somehow.</div><div><br /></div><div>On a side note, I got an e-mail from this very cool guy named Pippin Barr saying he understands how the lack of feedback is making me post less here, but "shouting into the the internet void" is a valid option. I'll try that. Let's see if I can keep the blog more active.</div><div><br /></div><div>On another side note, somewhere in the comments of the article I mentioned above, someone named a game called <a href="http://www.gamespot.com/pc/adventure/sexybeach3/index.html">Sexy Beach</a>, which is some sort of porn game. I've read about it, and it sounds terrible. Apparently very boring, if not for the very explicit and easy (yet conservative) digital sex.</div><div><br /></div><div>I wonder... do people really like games like that?</div><div><br /></div><div>I also wonder... are good graphics more sexually-heavy than bad graphics with stronger sexual-content? Am I unsexing my game by using such low resolution?</div><div><br /></div><div>Questions, questions...</div><div><br /></div><div><br /><div style="text-align: center;"><img src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVmThQHgTZBxpXuxkwRGKXB5u-1jh01r0txpVJgblxaIj3n2wb28sfbRpphhLc6PXGVO5jfvVvp2yzgaMLaA-kiCojHyvzLL661s1TKnDljgYkCbhsoM6WzOk_kOYVPim3VvcsxI5A1vM/s324/ppss14.jpg" /></div></div>Nicolauhttp://www.blogger.com/profile/11305633472405421778noreply@blogger.com23