Horos and discussion about game mechanics
March 31, 2023Horos
I’m thrilled to be working on HOROS once again – things are going amazingly, and I’m making a lot of progress. Currently, all the texts are in place, as well as new locations and characters that you can interact with. As of this week, I’ve begun constructing links between the scenes and beginning to form quests and conversations with new characters that aren’t seen in the DEMO [available here: HOROS DEMO – playforceone.com]. The game is massive and it’s going to take some work before it’s ready. Trust me – it’ll be worth the wait.
Game mechanics
RELATIONSHIP / DATING SIMULATORS are something we are known of. Our most recognizable titles, Living with Temptation, Eleanor, Living with Serena and more, are developed as a game where you manage relations and other vital statistics. It sometimes requires more or less mundane repeating of specific actions to achieve your goals, and most of those titles were limited to 30 days. As you’ve seen with the LWT1: REDUX, we’ve evolved that genre, making it much more approachable and enjoyable to play, even for players who don’t like to build stats. There is no time limit, you may repeat the key scenes, and the stat building is simplified compared to the older titles. We got further plans for evolving that type of game, making an intelligent hybrid between a simplified relationship simulator and a visual novel. The first title presenting the new concept will be ELEANOR: MIAMI.
Also, recently we’ve been experimenting with new game mechanics. The first game with, let’s call it, QUEST & ADVENTURE model was ROMANCE AFTER DARK, then you’ve seen an evolved version of that approach in CURT MADDOX. Also, we’ve used similar (but expanded with RPG elements) mechanics in HOROS. I adore making games that way because it reminds me of the old classic point-and-click adventure games where you traveled between locations, using objects and talking with characters. You got a lot of actual playing, not only sitting in front of the screen and reading the story like in the visual novels where you only click one button and make a few choices during the whole experience.
But on the other hand VISUAL NOVEL style of a game can present the story with details and personal touches it’s challenging to present with the previously mentioned types of games. We plan to experiment with VISUAL NOVEL games, and I got one title we will develop in that formula. We have a fantastic concept and the plot, characters and setting for that title, and I plan to present more details about this project soon (as we complete renders for CURT MADDOX).
Do you want us to stick with RELATIONSHIP simulators, develop more QUEST & ADVENTURE games or start developing more VISUAL NOVELS?
I choose relationship sim but that doesn’t mean I wouldn’t like to see more adventure or visual novel games. For me relationship sim is best for this genre of games. I love visual novels too but it is usually more restricted with options you have with simulators and adventure type of games but as I said,I would still love to see them as your graphic quality is still the best in business for me
If it’s not a visual novel then it’s what kind of grind do you want to do.
In relationship sims like LWT you have to ensure you bring up the characters stats in certain areas(fitness/money/etc) where as in most adventure type games those states don’t apply to your abilities with other characters sexually, more so the other characters you fight.
Visual novels are too simple, you just skip all text and watch content, for me its same as just watching port. Relationship sims or Quests are far more interesting to play, and it makes you think, and pay attention to details.
Visual Novels allow branching narratives though. Where you not only get different endings based on key interactions in the game but also have completely different events based on the route you chose to go. You might be confusing visual novels with kinetic novels, where it’s just a linear story told with minimal interactions. Visual Novels are more like telltale games where all of your choices matter. Visual Novels can also have a stat system implemented, locking some interactions behind stat checks so you have to build your character through dialogue choices instead of daily actions. If you merge this style of Visual Novels with Adventure game, it becomes a full RPG game which is really the ideal to strive for.
Controversial opinion, but I for example really liked the LWT2 format. Which, especially after the expansion, was kinda blend of visual novel and stay building. Half the game is making choices, sometimes repetitive, to build stat points, the other half is definitely a visual novel style. And the results of the choices was hardly ever repetitive.
I’d love to see all three from time to time, perhaps merged together into a complete RPG-game where you build relationships and stats naturally through dialogue choices, can have unique and exciting quests and events, and on top of it a branching storyline that affects not only the unique endings but also having completely different personalized story that accommodates player choice to increase replayability. Being able to affect not only the protagonist but also side characters (Eleanor games is the best example of that where you can corrupt Samantha or Paige). I’d be happy to see games that experiment with their genre, either enhance relationship sims with visual novel-style narrative that adapts to the player’s decisions, or a quest and aventure game mixed with some minor stat building through in-game choices rather than daily repeating actions. Anything that decreases grind-time and repetitive interactions for the sake of more unique content is a welcome change.