TF/TG Games and Such
9 years ago
General
Ever since I wrote and posted First Light Hotel, my first TF/TG "game", I've oftentimes wanted to create another one. This has proven harder said than done, mostly because of the time involved but also due to not quite knowing where to go next. I could always create something akin to First Light, but, to be honest, it's not really much of a game. It lacked any mechanics; there were no puzzles of any kinds, no objects to acquire...it was mostly point and transform if anything. But is that really so bad? I'm honestly not sure. So, I thought I would get some reader feedback on what y'all desire to see so I can develop my next game (ETA who knows) with audience desires in mind.
Story: how important is a storyline in a TFTG game? Should it be the main driving force for player action, or something in the background so the transformations and fun stuff can take center stage?
Mechanics: how much game do you want in your game? To be honest I find stats and inventory management distracting from the TF aspect in most games, mostly because I tend to want to experience the TFTG part over the game part in a TFTG game, but I could see how a lack of mechanics could lead to disinterest in all but the content that you prefer (say the one canine TF out of 21 other TFs in the game). Also does randomness have any place in something primarily driven by choice?
Transformed vs Transformee: why do you like TFTG games? Would you rather be the one being transformed or do you envision yourself being the one to cause the transformation?
Transformations: many transformations with seaprate, but similar smallendings or a few branching transformations that have distinct characters and endings? This definitely ties into storyline and the reason why you are playing the game in the first place, along with complexity and replayability. Both tend to lend to varied yet focused group of interest for the audience (and the writer, depending)
Types of transformations: feral? Anthro? And what Species? How much does this weigh in interest? Is being TF enough, or does there need to be more of a match?
Any other thoughts: I'd love to hear anything else you might have about TFTG games that isn't mentioned here! I know I've left something key out unintentionally, so let me know!
Thanks!
Story: how important is a storyline in a TFTG game? Should it be the main driving force for player action, or something in the background so the transformations and fun stuff can take center stage?
Mechanics: how much game do you want in your game? To be honest I find stats and inventory management distracting from the TF aspect in most games, mostly because I tend to want to experience the TFTG part over the game part in a TFTG game, but I could see how a lack of mechanics could lead to disinterest in all but the content that you prefer (say the one canine TF out of 21 other TFs in the game). Also does randomness have any place in something primarily driven by choice?
Transformed vs Transformee: why do you like TFTG games? Would you rather be the one being transformed or do you envision yourself being the one to cause the transformation?
Transformations: many transformations with seaprate, but similar smallendings or a few branching transformations that have distinct characters and endings? This definitely ties into storyline and the reason why you are playing the game in the first place, along with complexity and replayability. Both tend to lend to varied yet focused group of interest for the audience (and the writer, depending)
Types of transformations: feral? Anthro? And what Species? How much does this weigh in interest? Is being TF enough, or does there need to be more of a match?
Any other thoughts: I'd love to hear anything else you might have about TFTG games that isn't mentioned here! I know I've left something key out unintentionally, so let me know!
Thanks!
FA+

Mechanics: While games like Nimin and Flexible Survival are fun and have fun TFs and TGs they both also have elements that distract a lot of the TFs and TGs. The main things for me are both the RNG of battles and encounters as well as things like needing to keep fed and such. Little micromanaging things which for me takes away what I'm looking for in these kind of games. Tis why I generally play with cheats while playing Flexible Survival. Heck, if anything I find the prequel game more fun as it is more of a game of finding the TFTGs you want as well as trying to stay un-TFed. Though that being said I wish it had more TFTG options. Like the lack of the player being able to become a nidoqueen and only a male nidoran annoys me.
Transformed vs Transformee: I play cause I wanna be the one being transformed. I wanna become some female creature cause I fantasize about such and constantly wish I was born such. Tis how my mind works.
Transformations: While I like having TF options I do also enjoy one that would have a developed ending. Maybe a middle ground between having more but small endings and a few but larger endings for me.
Types: Feral, anthro, taur, perhaps even merging would be fun. Hard to choose a limited amount of species as I love dragons, gryphons, equines, cervines, reptiles, birds, pokemon, digimon, nagas, minotaurs, gnolls, kobolds, and so much more. Being TF isn't really enough so much as I prefer ones that match what I enjoy as their are species I don't like. Insects being an example. Also don't really like male TFs either.
Not really sure what else to mention that I haven't already said. ^^;
Mechanics: Honestly, it depends on the game, though a tf game isn't necessarily a choice between a CYOA Adventure and something like Nimin or Flexible Survival. I think the biggest thing that many tf games fail at is that there's a disconnect between the transformation and the game mechanics. Whatever you think of Nimin, to me, the battles were just kind of there - shrinking didn't make me play differently than if I were getting bigger.
In my Ideal Game, having something like having a puzzle determine whether you succeed or fail at a mechanic works without needing a whole RPG battle system to be created; complete a 3-symbol Simon Says to avoid a dragon, or carefully dispel a ward by getting 20 matches in a bejeweled clone. Puzzles can also be made to reflect the TF - a tf can make the puzzle easier or harder (it's harder for a goat to avoid a dragon, but easier for a mouse), or by tweaking puzzle elements: if the player's a hawk, perhaps the pieces look like prey and trees and sticks, instead of the gems a player would see as a human - tying together the tfs and the mechanics, even if only visually. But then, I'm fond of puzzles. :)
I've never liked inventory management; Infinite pocket space, and using items to get more items by solving puzzles with the items on hand is preferable to me than having seven stacks of Foxglove, and needing to ignore a catnip mouse and medpack. But, if you go the puzzle route, you should aim to have two or three difficulty levels - and if possible, have those levels be per puzzle.
Transformed vs Transformee: A mix is ideal, with a bias towards being transformed. Sometimes being able to turn the tables on the Big Bad by transforming them is fun, as transforming someone to solve a puzzle, Adventure game style. However, I think being transformed can provide more scenarios, and is much easier to propel a storyline forward than being someone that transforms others all the time. That said, it would depend on the story line and mechanics - if you're a mad scientist trying to take over the world, transforming others more than yourself would make more sense than transforming yourself all the time.
Transformations: Endings and types of transformations depend on the storyline and mechanics. The evil genius super villain probably won't turn Secret Agent You into a lion, but more likely a white fluffy cat. Again, a mix of forms and endings is probably ideal. This could be as simple as a few game overs (what did you think would happen if you went into a room full of cats in mouse-form)? plus different epilogues depending on form - an ending where the player ends up as a foxgirl pirate differs from ending up as a dragon differs from ending up as a coin in the dragon's stash differs from rescuing the princess differs from...
That said, themes that I'm interested in is more likely to draw me in than simply a "this game features a tf into an anthro catgirl" - but the more forms there are, the more likely I am to play more in case there's a form I like, but the story line and mechanics would determine whether I keep playing.
Sorry for the length of this reply, I've given this far more thought than I thought I would when I started writing. I mostly wanted to make the point that there's more than just "CYOA/Adventure game" and "Story with JRPG random battles" as tf game skeletons, which is what I've seen the most of lately. :)
Anyways I dislike feral TFs, while I see the appeal I don't like the idea of losing the autonomy an adult humanoid body gives, while I enjoy thinks like being turned into somebody's servant unwillingly or so, being turned into an animal, even a completely free one, feels way too restrictive.
Anyways, I prefer CoC style games that, while offering some plots, offer you some freedom, though I'm not as satisfied with fact defeats and bad decisions don't lead you to changes, it's all mostly willing things like consenting to ritual or experiment or consuming a mutation inducer. I want it to be more close to those old school dungeon crawler RPG experiences except instead of getting instantly killed off you get altered one way or another. I want some surprises and some logic or at least wild guessing instead of options that blatantly give away what their results will be. What's that, a magic item that whispers something to me and is shaped like an animal? Oh yes, I can just pick it up or ignore! Would have been way cooler if, you know, I would have needed to solve the puzzle with that item to move forward, with severity of failure/success leading to severity of change, instead of binary choice.