Vore Game Design Inquery
9 years ago
"Some are born great, some achieve greatness, and some have greatness thrust upon them."
-William Shakespeare
Okay, so, as some of you may have noticed, my first foray into the Quest game engine was a success. Since then, I've done a lot of fiddling and testing to see what works, what doesn't, and how to execute certain concepts. Mechanically, I feel I have a firm grasp of it; far from mastered, but enough to make something with a bit of depth. And now I have a touch of a snag; while I still believe in the philosophy "make what you love", I feel that only goes so far in an interactive work.
So I ask, for those of you interested in vore (as given my gallery, I think it's safe to assume some of you are), what sort of elements would you like to see in a vore inclusive text game? Don't limit it by genre, I'm open to any input so long as it doesn't require visual art (remember, text game). Is there something you've played in a prior text based game (I've played a few myself) that you found you really enjoyed? Is there a feature that, were it part of said game, would have made it more fun? What parts of vore do you feel work best in an interactive? Should the act of vore be made a matter of challenge and conflict, or should it be open and casual for the player, despite the game context (or even in line with the game context? Should it even be in the spotlight, or more of a side feature?
Essentially, I want your opinions of what you think would make a fun vore game, to help me design the underlying mechanics of the game to hopefully appeal to a wider audience than myelsf.
So I ask, for those of you interested in vore (as given my gallery, I think it's safe to assume some of you are), what sort of elements would you like to see in a vore inclusive text game? Don't limit it by genre, I'm open to any input so long as it doesn't require visual art (remember, text game). Is there something you've played in a prior text based game (I've played a few myself) that you found you really enjoyed? Is there a feature that, were it part of said game, would have made it more fun? What parts of vore do you feel work best in an interactive? Should the act of vore be made a matter of challenge and conflict, or should it be open and casual for the player, despite the game context (or even in line with the game context? Should it even be in the spotlight, or more of a side feature?
Essentially, I want your opinions of what you think would make a fun vore game, to help me design the underlying mechanics of the game to hopefully appeal to a wider audience than myelsf.
As for vore content digestion should be a thing (not necessary painful) along with some kind if disposal so you'd have consequences for failure.
But that's just my ideal vore game "fun" is different for everyone pretty much.
That it is. It's part of what prompted this journal. I know that I can't make a game that'll please everyone, but with feedback, perhaps I can find enough common threads to tie together so that while it may not be "just" what you want, it's still fun. So thanks for your thoughts.