Showing posts with label Open Thread. Show all posts
Showing posts with label Open Thread. Show all posts
Wednesday, 4 May 2016
May Open Thread: Help and Criticism
If the first thread of the writing salon is anything to go
by, we are going to have a lot of talk upcoming about people’s ideas. Thus the
topic: what are some tips you have both for giving feedback on ideas and for
being the person receiving feedback?
Saturday, 23 April 2016
April Open Thread: Plot Twists
This was originally going to be an open thread for April
Fool’s Day, but I didn’t want to knock down Lost Trout’s post so quickly.
The question: what is the best ‘twist’ you have encountered
in AIF? Did it add a lot to the story? If an author chooses to use a twist in
the plot, what steps can they take to make sure it succeeds (not saying it is
essential, because it isn’t)?
To define twist via Wikipedia: “A plot twist is a radical
change in the expected direction or outcome of the plot. It is a common
practice in narration used to keep the interest of an audience, usually surprising
them with a revelation.”
Wednesday, 23 March 2016
Open Thread: Authors and AIF Engines
There have been a few times on this blog were people have discussed the pros and cons of the different engines available for AIF, but I don't think we've had a thread directly about the topic
So I thought I'd address that: Authors (whether you have ever finished/released a game or not) why do you use the engine that you do? Have you tried others? What features do you like about the one you are using.
BTW, this thread is not about neutrality, this is about personal opinion. Why have you made the choice that you have?
So I thought I'd address that: Authors (whether you have ever finished/released a game or not) why do you use the engine that you do? Have you tried others? What features do you like about the one you are using.
BTW, this thread is not about neutrality, this is about personal opinion. Why have you made the choice that you have?
Monday, 29 February 2016
Leap Day Open Thread: Time
Earlier we had the Valentine's Day Open Thread. Leap Year gave me another idea for one (I doubt this will be able to continue to any future holidays).
How important is time in AIF?
Games (not just AIF) can be criticized for everything seeming to stand still while the player runs around and does everything he wishes. Most AIF is like this where the other characters stand still while the player controls the actions.
Some though give more of a sense of time passing while the player moves about. Other characters move, surroundings change, and the player doesn't have infinite time to peak under every object.
In my attempts at authoring games I can say adding in other factors that respond to time passing increase the design difficulty substantially. Instead of one moving piece you have many. So, is that extra headache worthwhile for authors? Does a sense of time passing make for a better AIF? What are some of the best ways that authors can create a sense of time passing around the player?
Or does none of this matter and when given a situation with limited time you just undo/save scum until you get the perfect combination?
How important is time in AIF?
Games (not just AIF) can be criticized for everything seeming to stand still while the player runs around and does everything he wishes. Most AIF is like this where the other characters stand still while the player controls the actions.
Some though give more of a sense of time passing while the player moves about. Other characters move, surroundings change, and the player doesn't have infinite time to peak under every object.
In my attempts at authoring games I can say adding in other factors that respond to time passing increase the design difficulty substantially. Instead of one moving piece you have many. So, is that extra headache worthwhile for authors? Does a sense of time passing make for a better AIF? What are some of the best ways that authors can create a sense of time passing around the player?
Or does none of this matter and when given a situation with limited time you just undo/save scum until you get the perfect combination?
Sunday, 14 February 2016
Valentine’s Day Open Thread: AIF and Love
Being it is Valentine’s Day I thought I would ask: what are your thoughts on love in AIF? By this I mean what impact does a believable
intimate relationship between the player and a character(s) add to the game. AIF
has sex, but do those sex scenes become better if the characters have developed
a deeper relationship?
Feel free to give your opinion on the topic, but some
suggested questions to answer:
Does a believable relationship add a lot to a game, a
little, or is it unnecessary?
What are some things authors have done/can do to make great
relationships in AIF?
What elements of AIF detract from believable relationships?
What is your favorite AIF relationship?
Saturday, 2 January 2016
January Open Thread: Game Plans for 2016
After a great beginning to 2015 with a lot of entries this blog became very quiet. My open thread topics died off as I became very busy. There was actually a few times I signed on to start a monthly open thread, but then would get derailed by surprise events like Goblinboy's return (I actually went to post an open thread the same day Goblinboy made his first post in April and I chuckled about how it would look if I bumped his thread down the page).
Hopefully this blog can keep the momentum going through the year and I thought a good topic to get 2016 going would be for the authors/potential authors out there: what are your plans/hopes for releases for this year? Even if you just have an idea brewing and you hope this is the year, here's the opportunity to let us know what you're thinking. Give us as much or as little about the game as you want.
Feel free to err on the optimistic side for how much can be done: it's a new year, let's have high hopes.
Hopefully this blog can keep the momentum going through the year and I thought a good topic to get 2016 going would be for the authors/potential authors out there: what are your plans/hopes for releases for this year? Even if you just have an idea brewing and you hope this is the year, here's the opportunity to let us know what you're thinking. Give us as much or as little about the game as you want.
Feel free to err on the optimistic side for how much can be done: it's a new year, let's have high hopes.
Friday, 20 March 2015
Where did all these new games come from?
This will be a short post just to hopefully start a discussion, but I've noticed there have been a lot of releases recently. I don't remember a spontaneous busy period like this since... I don't know, maybe all the way back to 2005. Things were already going better than they had been, but then we got LLtL's project, followed by four games in this month so far. (By the way, is anyone keeping track of release dates these days?)
I have many questions and few answers about this busy patch. Is it just a coincidence? Is it a sign of more to come? Is the AIF author vacuum being filled? Has a big influx of new people been introduced recently? Can we find some way to ruin this again? Post in the comments if you have any ideas.
I have many questions and few answers about this busy patch. Is it just a coincidence? Is it a sign of more to come? Is the AIF author vacuum being filled? Has a big influx of new people been introduced recently? Can we find some way to ruin this again? Post in the comments if you have any ideas.
Wednesday, 11 March 2015
March Open Thread: Replayability
I've been reading through some old threads and noticed that talk about replayability of AIF games was pretty common. Most of the talk though didn't actually go into what made a game good to play multiple times, thus an open thread.
First: I don't want to imply by any means that a game has to be replayable to be 'good'. A good game might be great for just one play through, that shouldn't necessarily detract from the quality. I think though that many authors design for replayability for more of an emotional payoff (I believe I've seen both Palmer and BBBen discuss this). It takes a long time to design a game and it would feel better if it got multiple plays instead of just a single go.
Here are the questions:
In general, what elements makes you want to go back and replay a game? Quality, multiple paths, hidden scenes, something else?
Do you go back and replay games long after your initial play through?
What AIF game(s) have you played the most times and why?
First: I don't want to imply by any means that a game has to be replayable to be 'good'. A good game might be great for just one play through, that shouldn't necessarily detract from the quality. I think though that many authors design for replayability for more of an emotional payoff (I believe I've seen both Palmer and BBBen discuss this). It takes a long time to design a game and it would feel better if it got multiple plays instead of just a single go.
Here are the questions:
In general, what elements makes you want to go back and replay a game? Quality, multiple paths, hidden scenes, something else?
Do you go back and replay games long after your initial play through?
What AIF game(s) have you played the most times and why?
Monday, 23 February 2015
February Open Thread: Failure and Challenge
I think the only AIF game I ever failed* at was BBBen's Pervert Action: Crisis. From the beginning I tried to have a diverse set of skills and interact with multiple girls. At the end, I ended up in a relationship with none of them.
A somewhat similar type of failure though happened in Goblinboy's games where I didn't get the ending/relationship I was shooting for. I think in my first play of School Dreams 3 I managed to piss both Becky and Molly off.
Now, for me, those setbacks just made me want to start again from the beginning. What are other people's thoughts on the issue? Does the potential for failure, and challenge** to get better outcomes, make the ultimate result more worthwhile, or just frustrating?
*I'm using a broad definition of fail here, I enjoyed my first play, so on that criteria I didn't fail, but I didn't get what I wanted (which was possible to get)
**I'm speaking generally. I think people generally agree that too much or too little challenge isn't desirable, so I'm asking in general is more challenge good?
A somewhat similar type of failure though happened in Goblinboy's games where I didn't get the ending/relationship I was shooting for. I think in my first play of School Dreams 3 I managed to piss both Becky and Molly off.
Now, for me, those setbacks just made me want to start again from the beginning. What are other people's thoughts on the issue? Does the potential for failure, and challenge** to get better outcomes, make the ultimate result more worthwhile, or just frustrating?
*I'm using a broad definition of fail here, I enjoyed my first play, so on that criteria I didn't fail, but I didn't get what I wanted (which was possible to get)
**I'm speaking generally. I think people generally agree that too much or too little challenge isn't desirable, so I'm asking in general is more challenge good?
Monday, 12 January 2015
January Open Thread: Dialogue Presentation
This is going to be a pretty simple question with only two answers that I can think of. I'm being selfish with the open thread here and asking something directly related to the game I'm working on.
Which of the following formats (script or book style is the best terms I can think of, not asking about the colors), in your opinion, is best in an AIF story (reader perspective):
Erin: I'm freezing. Isn't there anything we can use to warm up?
John: Here, I found this blanket.
Erin: Thanks!
John: Great, can we have sex now?
Erin: What? No, this is an example, not an AIF game.
OR
"I'm freezing," Erin said as she rubbed her arms together. "Isn't there anything we can use to warm up."
John opened up his backpack. "Here, I found this blanket."
"Thanks!"
"Great, can we have sex now?" John asked eagerly.
"What? No, this is an example, not an AIF game," Erin said as she pulled the blanket tighter.
Which of the following formats (script or book style is the best terms I can think of, not asking about the colors), in your opinion, is best in an AIF story (reader perspective):
Erin: I'm freezing. Isn't there anything we can use to warm up?
John: Here, I found this blanket.
Erin: Thanks!
John: Great, can we have sex now?
Erin: What? No, this is an example, not an AIF game.
OR
"I'm freezing," Erin said as she rubbed her arms together. "Isn't there anything we can use to warm up."
John opened up his backpack. "Here, I found this blanket."
"Thanks!"
"Great, can we have sex now?" John asked eagerly.
"What? No, this is an example, not an AIF game," Erin said as she pulled the blanket tighter.
Thursday, 1 January 2015
New Year Open Thread: How did you get into AIF?
As we start off the new year, here is a simple question: How did you get into AIF?
As gets pointed out pretty frequently, AIF is a niche that occupys a miniscule portion of all the adult content on the Internet. I'm curious to hear people's tale of how they ended up here.
Some suggested questions to answer:
What led you to AIF?
What year did you first come across AIF?
What made AIF appealing?/Why did you stay with it?
As gets pointed out pretty frequently, AIF is a niche that occupys a miniscule portion of all the adult content on the Internet. I'm curious to hear people's tale of how they ended up here.
Some suggested questions to answer:
What led you to AIF?
What year did you first come across AIF?
What made AIF appealing?/Why did you stay with it?
Thursday, 2 October 2014
October Open Thread: Relationships
No posts in September, so I thought I'd kick off October with a nice Open Thread:
"Does anyone else have any comments on relationship building during your AIF games? Like it, leave it?"
~Blue Satyr, Fetishes and Kinks thread
Let's talk about relationships in AIF. I think most AIF can be split into two categories when it comes to sex: romps and relationships (many games fall somewhere in between, of course). Romps mainly focus on sex, with maybe some puzzles to get to the 'action', while relationships focus upon building a sense of 'character' about the designated lust object. This sense of character can come in multiple different ways, making the relationship believable (giving a reason the two characters wish to have sex), giving depth to the DLO (making the player care more about them beyond their just being sexy), and creating a sense of build/courtship (having the relationship develop over time). I'm sure there are many more examples, those are just a few off the top of my head.
There are really a lot of different ways that this topic could go and I don't want to limit people, but here are a few suggestions:
How important is developing a relationship with girls in a game to its overall enjoyability?
What detracts from relationship building in a game?
What is an example of a game that did relationships well?
What is your overall favorite relationship in AIF?
"Does anyone else have any comments on relationship building during your AIF games? Like it, leave it?"
~Blue Satyr, Fetishes and Kinks thread
Let's talk about relationships in AIF. I think most AIF can be split into two categories when it comes to sex: romps and relationships (many games fall somewhere in between, of course). Romps mainly focus on sex, with maybe some puzzles to get to the 'action', while relationships focus upon building a sense of 'character' about the designated lust object. This sense of character can come in multiple different ways, making the relationship believable (giving a reason the two characters wish to have sex), giving depth to the DLO (making the player care more about them beyond their just being sexy), and creating a sense of build/courtship (having the relationship develop over time). I'm sure there are many more examples, those are just a few off the top of my head.
There are really a lot of different ways that this topic could go and I don't want to limit people, but here are a few suggestions:
How important is developing a relationship with girls in a game to its overall enjoyability?
What detracts from relationship building in a game?
What is an example of a game that did relationships well?
What is your overall favorite relationship in AIF?
Friday, 22 August 2014
August Open Thread: Twine
A few people on this blog have noted the growing use of Twine, mainly based off the mini-comp entries. Thus I feel like the obvious topic for discussion is what are the pros and cons of Twine as an engine. I'm primarily focusing on it from the author's perspective, as in what the reasons to use it/not use it compared to other platforms, but player perception is obviously an important part of that.
I looked at Twine awhile back, didn't like it because I didn't think it did enough, and then started playing around with it again based on the mini-comp usage and was impressed with how much could be done. While it comes off as a 'simple' engine for CYOA games, I think you could make many AIF games that are out there via Twine.
So why should, or should not, authors use Twine?
I looked at Twine awhile back, didn't like it because I didn't think it did enough, and then started playing around with it again based on the mini-comp usage and was impressed with how much could be done. While it comes off as a 'simple' engine for CYOA games, I think you could make many AIF games that are out there via Twine.
So why should, or should not, authors use Twine?
Tuesday, 15 July 2014
July Open Thread: Fetishes and Kinks
Note on Open Threads: This might be the last monthly thread
I post here as there seems to be a general desire to move away from the blog
format to reddit. I’m not sure if I’ll keep it going over there or not as this
is the last of the original ideas for threads I had. I could probably come up
with some more if people have enjoyed the monthly topics.
Topic: Sex in AIF? What fetishes, kinks, and situations do
we need more of? There have been some discussions on how to write sex scenes,
how much build up there should be, etc., but what I’m looking for here is when a sex
scene happens what type of content do you want to see in that scene?
I’ve constructed a list based off story tags used by asstr
and adultfanfic; if there is something I didn’t mention that you want to call
attention to please do. I’m leaving out the more obscure concepts and things
that are fairly universal (oral, regular intercourse, etc).
Monday, 23 June 2014
June Open Thread: Immersion
Does a game allow you to feel like you are the character? Should that even matter?
I’ve seen a few references on this blog to ‘immersion’ and
it isn’t something I had previously thought about a lot as it doesn’t really
matter that much to me. So I’m curious what other’s take on it is. To be clear
(as there are multiple ways immersion could be defined, but I’m trying to stick
with the context I’ve seen it in), I see immersion as does the player feel like
they are the main character.
I don’t have a problem with immersion, but I also don’t find
it necessary. If I don’t identify with the character at all it doesn’t really
matter. Whether I feel like I am the character or if I am just guiding someone
else doesn’t really matter.
So:
How much does immersion matter to you?
What are some good examples?
What are some bad examples?
Tuesday, 6 May 2014
May Open Thread: Hottest Sex Scenes
I am a little behind on the open thread summaries and posts I usually write, but while I was reviewing last month's open thread a question/survey/list came to mind: what is the hottest sex scene(s) you've ever played?
There are a lot of lists out there for best game and even best sex in game, but I want to focus on best scene, not the entire game (I suspect that this has been done before, but I am unaware of when). I'm not looking for technical merit or innovation, simply what sex scenes have you played that had the most impact on you (could be scene hit a particular fetish, was well written, or for an unknown reason it was just hot).
Feel free to give your top pick or a list, explanations or not, totally up to you, not asking for a formal 'vote' on best ever, just your personal take.
There are a lot of lists out there for best game and even best sex in game, but I want to focus on best scene, not the entire game (I suspect that this has been done before, but I am unaware of when). I'm not looking for technical merit or innovation, simply what sex scenes have you played that had the most impact on you (could be scene hit a particular fetish, was well written, or for an unknown reason it was just hot).
Feel free to give your top pick or a list, explanations or not, totally up to you, not asking for a formal 'vote' on best ever, just your personal take.
Monday, 7 April 2014
April Open Thread: Rub/Luck/ Fuck; any other options and/or how could it be better?
AIF has gone through a lot of changes and improvements over
the years. Images, better engines, improvements in stories, but one of the
(almost) constants has been the sex scenes. You rub the appropriate body parts, then
lick them, then fuck (or suck, depending upon the body part). They don’t always
need to be done in that order, sometimes the order will play into how each
action is described, there may be multiple descriptions (orgasms), and authors
may add in other actions (spanking) or body parts (hair). The steps of the sex
scene are one of the most constant and similar activities between AIF games.
So, is there anything better that could be done? Cut scenes
are an option (the entire sex scene described in one go), but from what I’ve
seen in the past people find them less than ideal. Is there a different method
that could be tried?
I’ll be upfront that
this is one of my least favorite aspects of AIF; in many games I just enter all
of the commands in a single go and then go back and read the text. I realize that I might be of the minority opinion here, so if you think the current system is great,
but that the content could be improved, feel free to chime in with those ideas.
Monday, 31 March 2014
Open Thread Summary: We Need More … Depth
This topic exploded quickly with comments, but kind of
slowed down as it became clear there was pretty overwhelming consensus on what
was wanted. Depth was the clear favorite, though it comes in a couple of different
types.
I’m going to outline a few of the ideas suggested, though
for anyone who hasn’t checked it out, the original thread has lot of great ideas not covered here.
Monday, 10 March 2014
March Open Thread: We Need More of …
According to AIF List, there have been 354 AIF games made
going back to the 80s. In addition, there are a lot of games that
border/included in AIF territory such as RAGs and some commercial releases
(ExLibris has an informative post all about this). What gems, what great ideas
have you seen in that long history of AIF games? What lessons from the past
(whether thirty years ago or just weeks) do you believe deserve more
recognition? Now is the time to call attention to those ideas.
Note this isn’t a thread for Overlooked AIF titles; BBBen is
already covering that. I think it would be helpful if we could discuss specific
concepts, design ideas, plot points, or other elements that you wish were done
more frequently. It could be a setting (fantasy, modern, school), a particular
type of character (sister, teacher, wife), a way the sex scenes were written, a
goal in the game, or any other element that when you played the game made you
say, "That was a great idea, we should have more of that". This way authors can
look to some prior works for good ideas, and maybe the community can help find
you games that already exist that have the elements you are looking for.
Tuesday, 4 March 2014
Open Thread: Development Diaries
I was going to email the Editor with this, but I figure
other people in the community might have some thoughts. There are so far two
development diaries and I have a few questions/thoughts about what policies
should generally guide not just them but future entries as well.
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