vore games. What is fun? Looking for input.
10 years ago
So, I've been wanting to move back into making vore themed game. I however feel I've run into a brick wall. I'm not sure exactly what to pursue in terms of game play. Should the game be simple, and focus on the animations while not having much gameplay? Should I create another rpg? Do you play my games for the animations themselves? Do you enjoy the gameplay attached to those animations? I want to know what people enjoy in their vore games. What makes them not only fun to play, but also enjoyable in the fetish aspect.
I've been experimenting with various ideas. The possibility of a simple platformer with vore in it. Maybe another vore rpg, with better mechanics and ideas then the previous game. I've been fiddling unsuccessfully with multiplayer. Trying to make a mario party style game with vore mini-games. Though the idea has slowly become daunting due to my unfamiliarity with multiplayer systems. The second multiplayer idea was a pokemon like game, however I was unable to hammer out a proper battle system because all the moves were vore moves. So battles ended after one or two turns. Which led me to this journal. What do you guys want? Does the gameplay even matter? Do you want a fun game? multiplayer? challenge? or just the vore animations? I'm not angry if people just want the animations, but I am curious what people directly want out of a vore game.
I've been experimenting with various ideas. The possibility of a simple platformer with vore in it. Maybe another vore rpg, with better mechanics and ideas then the previous game. I've been fiddling unsuccessfully with multiplayer. Trying to make a mario party style game with vore mini-games. Though the idea has slowly become daunting due to my unfamiliarity with multiplayer systems. The second multiplayer idea was a pokemon like game, however I was unable to hammer out a proper battle system because all the moves were vore moves. So battles ended after one or two turns. Which led me to this journal. What do you guys want? Does the gameplay even matter? Do you want a fun game? multiplayer? challenge? or just the vore animations? I'm not angry if people just want the animations, but I am curious what people directly want out of a vore game.
like mutiple choice and stuff , or idk
id say in such an fetishy sexual game , the media quality is importend , the gameplay not so much , but id be fun if it would be alittle interactive
perhaps even with minigames inbetween , a game made out of games *w*
Perhaps to put it more simply, I'd like to see a game where vore is a supporting actor: it's not the primary, integral focus of the game, but it's still front and center enough that it just wouldn't be the same without it.
As for the base, an RPG seems the most logical, but at the same time perhaps the most complex. Still, something with exploration I'd like to see, with some kind of combat system. Character development off some form would also be nice. I'm not at 100% right now, so if more comes to mind, I'll try to remember to share, but that's the basics of what I'd like to see in a vore game myself.
as far what GAME they're in, i hope more people see this journal. an (j)rpg is mostly story so vore, can try for victory/loss deal, as i know it might be hard to return to vore fable. however a tactical or strategy rpg might be funny but hard to get the complex factors wanted (your pokemon problem... only on a grid). it'll be easiest for both cases to have a vore "map" or dungeon with minimal difficulty and that'll cater to macro/micro people as a bonus, but that's just one fraction of things.
a mario party thing would be just a grid (entire field is inside body or preferably a smaller section of map is a stomach/body part) then minigames. worry more on getting a grid (with single direction movement at first) and storable statistics (coins and stars as far as mario goes) as minigames would simply be where it takes so long to make (got to have enough to not be boring x3). but taking turns (and listening for them)? D: oh god what, i'm sure you can ask
can always just do a few minigames to get into swing of things ^^; interactive stuff is what people seem to prefer in general.
For your pokemon-esque game you could just make it so vore attacks are like capturing 'pokemon' where lower health means higher chance to capture/vore them.
I actually enjoy games where theres a plot or reason much more, if that makes sense, like jabu jabu.
Its like roleplaying, where yea, you CAN just rp fetish, but the ones I really like have a reason.
As for fun? For me when vore is used as a benefit rather than a death scene. Thats almost a cliche at this point, in normal games and fetish games its always -grab, fail to resist, die- would be nice to see it in a positive light, maybe for transport or healing, something like that
Hope ive helped!
The RPGMaker engine is pretty popular for these, since it's easy to set you against monsters and to have battles and danger all for relatively little effort. There are a few text adventures that are also fun, but they're usually not as well-developed for game-mechanics, and tend to work like "Go find the thing that lets you eat/be eaten by ____", which is pretty boring. The better ones, in both cases, give the player a good sense of the setting and give/help you develop a sense of purpose in that setting.
If you want me to point you to specific examples, I'd be happy to walk you through the things that delight me.
- Good game play
- Great animations
- No major penalty to becoming a meal
- Small details, both in vore and in how the characters act (if it's story based)
The game, depending on what type it is (and even then) doesn't have to focus on some epic story, or the characters, or anything. As long as it's fun in some way, it works imo.
So, make whatever you think you want to make.
This set up allows for frequent vore scenarios, non-vore game play in expanding the business (though there should perhaps be some kind of end goal to achieve along those lines other than just "get bigger"), allowing all types of vore without alienating people (I think, unless there are those turned off by its very presence even if they don't witness it), and even relatively simple allowance of cameos for those on FA as either staff or customers.
In other words, kind of like those business/order-up type flash/app games, just preferably taking out the time crunch perhaps.
No, just kidding, I've actually liked both versions of your vgame.