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The challenges of designing a game about your 'first time' (cnet.com)
3 points by peter123 on March 26, 2009 | hide | past | favorite | 2 comments


Very interesting. However, in retrospect, it's not very surprising. Story-ish games about having sex and romance have been made before and are extremely popular. Specifically, I am referencing the Visual Novel in Japan (Dating Sim in the US).

EDIT: Sorry, I meant 'bishoujo game' instead of 'visual novel'

http://en.wikipedia.org/wiki/Visual_Novel

http://en.wikipedia.org/wiki/Bishoujo_game

Even the gameplay looks strikingly similar. In their game, the player needs to pick the correct choice to move on. In visual novels, there are multiple paths and different paths that result in different endings. They both have decision points in common. It just looks like a more graphical, more player-involvement version of the visual novel.

The main difference I can see is that Kelley and Robinson's game is completely focused on sex.

I am not criticizing the creators nor the idea by any means. I am just saying that their idea is similar to another.


How frightfully unpleasant that these designers thought that "designing a game about your first time" meant "let's make a bland generic game that's only exciting because of its concept."

Picking out outfits? Shaving minigame? These are signs of a shitty, boring game. That makes the idea of virginity losing a "shock" element rather than the beginning to a unique, fascinating video game.

Game designers suck. They all have such limited ways of looking at things. It's why the best developers come from the indie scene right now: mainstream design has ground to a halt when a game concept like Mirror's Edge is touted as potentially breakthrough.




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