Hi Jim,

Well, its not so much you aren't good at designing personalities but
you don't very them enough. I think what I would do is have a
generator of some kind that picks from a possible list of
personalities so that if you walk in the room with the fireplace the
girl there will have a different fetish each time. One time she likes
being spanked. Another time she wants tickled. In another game she
wants to be restrained. That's more work, but  I think would increase
the replay value as you will have to figure out what personality you
are dealing with there.

That said, its not just your game that has this problem. Most adult
interactive fiction games have the same problem in that they aren't
very random. Once you resolve the game, score with all the girls, it
loses something in the replay value department because each time you
play the game is the same from game to game.

For example, one adult game I played, "Star Trek The Sexed
Generation," is about a new officer of the Enterprise who goes around
seducing various women on the command staff such as Counselor Troi,
Dr. Crusher, Lieutenant Yar, and so forth. It was interesting the
first time through, but once you resolve all the puzzles it never
changes.

If you want to have sex with Lieutenant Yar you need to find the
combat training program for the holodeck and run it. After that go to
security and fight Yar for the right to bed her. OK, that's fine
enough but the fight isn't random at all. Once you practice in the
holodeck the fight is predetermined. So there is no challenge once you
know what is needed to get Yar to sleep with you.

If I had written that game I would have made the fight more random and
perhaps use some stats. The training program would increase your
likelihood of winning, but the outcome would be luck more than some
predetermined set of rules like if x is true then do y.

I think some similar randomization is needed here with your game.
Ultimately its your game and I leave it up to you how to design it,
but I think the design could be improved.

Cheers!

On 3/29/13, Jim Kitchen <j...@kitchensinc.net> wrote:
>
> Hi Thomas,
>
> Yeah, my idea for Dungeon Master was that each woman had a very specific
> foreplay that she likes.  So the goal of the game is to figure that out and
> to have the item or items that may be needed.
>
> Guess that I am not good at writing personalities.  Probably especially not
> female ones.
>
> On level 2 of the dungeon you can use both the long handled nylon brush and
> three foot bull whip on the woman in the stocks and the woman on the bondage
> rack to rack up some points.
>
> BFN
>

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