Saturday, December 10, 2011
Update on player participation
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.
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 TD: I want to turn a man into a woman, and then into a statue.), not counting more general things that would be in the game anyway but were also referred to there, like BDSM and trannies.
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.
There are a few direct quotes from people (friends, internet people) used in the game as well.
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.
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!
Polymorphous Perversity should be complete within a couple of months.
Thursday, December 1, 2011
Why so serious?
When I first had the idea of making Polymorphous Perversity, I wanted it to be a simple somewhat-surreal sex themed RPG. It is about sex, it contains sex, and it is aesthetically sexual.
The first place I ever posted the game was in a French RPG Maker community called Oniromancie. 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:
- You have a penis for a HUD. How can you expect anyone to take that game seriously?
To which I replied "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.
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 Marvel Brothel: people lolled at it, but it was not a comedy game. It was a business simulator. Polymorphous Perversity is not a comedy game.
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.
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.
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.
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.
Thursday, November 24, 2011
Save-do-regret-load
Thursday, November 10, 2011
Player sexual involvement

Tuesday, November 1, 2011
Difficulty
Monday, October 24, 2011
Gamey game
So I've spent enough blogs talking about fetishes and sexual weirdnesses, but not enough talking about the game itself. Well, the game is full of sexual weirdnesses (and non-weirdnesses), but there's more than that.
Like I said in a previous blog, 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.
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:
- Semi-linear story structure
- Side quests
- Dungeons
- Battles
- Boss battles
- Leveling-up
- Simple character customization
- Learning new skills
- Items and shops
- Treasure chests
- Random talking NPCs
- Minigames
Battles
One of the biggest difference to traditional RPGs refers to battles. Polymorphous Perversity 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:
- Duration
- Amount of pleasure given (each move raises it in specific values for different enemies)
- Chain attacks (using the right sequence of moves, varying among different enemies)
- Maximum damage delivered in a single attack (proportional to partner's maximum stamina)
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.
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.

Stats and level up
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.


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 Tale of a Flower.
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.
Friday, October 21, 2011
Fetish Confessions
"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.""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."
