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Corruption of Champions II
CoC2 Questions & Answers
The Power Fantasy Problem
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<blockquote data-quote="Stemwinder" data-source="post: 347959" data-attributes="member: 23736"><p>We're looking at the wrong ideas here when it comes to what a power fantasy fundamentally <em>is</em>.</p><p></p><p>Saving the world or any other thing you might try to put on a checklist are just symptoms, they don't -need- to be there and don't define what it is (or isn't!) because they're all incidental - that is, they're an expression of the power fantasy, not the fantasy itself. All of the Fenoxo and Savin games are power fantasies, of course, they're designed to be, but that's not an inherently good or bad thing. What the thing <em>is</em> should be thought of as a particular framework that assigns importance to the player character and then presents them with the means to overwhelmingly gain desirable things through affirming means (for boys, and therefore games aimed at boys, that's usually conquest). In a game that revolves around sex the symptoms of a power fantasy at the core of the concept will often be simple and apparent: there's little to no risk of being rejected. So it's not in a particular flavor, it's the more building-block aspect that dictates how the encounters go - so even if the game is written to cater very heavily to fans of submissive content, for example, it's still a power fantasy because <em>everyone you meet is so taken that they can't help but what to dom the crap out of your PC</em>. That in effect makes your PC an absurdly powerful sub, doesn't it?</p><p></p><p>TiTS is very transparently one because the whole game is presented to you as your own personal sexual sandbox. Other characters may be scraping by, and it may seem far too harsh to be a fantasy, but Captain Steele Jr. is an elite vacationing in the much tougher lives of these other characters and using them as sexual entertainment. Everything in the game is there to enable this for you. CoC2 is like this, too, the main character might be less special from the perspective of the setting but in looking at how the narrative is structured you won't see other, better heroes showing up to take this quest away from you, you're not likely to run into a situation where your PC is simply not a character's type even if you mess around with alchemy, and things you're allowed to do are going to be a means to bringing about an overwhelmingly lucrative outcome. No one's going to think your character is a creep for trying to have a harem and start avoiding you, a choice you make isn't going to put the thing you want out of your reach, and your efforts aren't going to go to waste.</p><p></p><p>So what Savin is saying isn't that he wants to write an anti-power fantasy; it's that he doesn't want his to be one that lays everything at your character's feet the way TiTS did. There are different ways to go about it and he likes those that put you through the ringer and at times make you choose between things you want rather than allowing you to overpower that sort of mutual exclusivity with the power of Main Character Specialness.</p></blockquote><p></p>
[QUOTE="Stemwinder, post: 347959, member: 23736"] We're looking at the wrong ideas here when it comes to what a power fantasy fundamentally [I]is[/I]. Saving the world or any other thing you might try to put on a checklist are just symptoms, they don't -need- to be there and don't define what it is (or isn't!) because they're all incidental - that is, they're an expression of the power fantasy, not the fantasy itself. All of the Fenoxo and Savin games are power fantasies, of course, they're designed to be, but that's not an inherently good or bad thing. What the thing [I]is[/I] should be thought of as a particular framework that assigns importance to the player character and then presents them with the means to overwhelmingly gain desirable things through affirming means (for boys, and therefore games aimed at boys, that's usually conquest). In a game that revolves around sex the symptoms of a power fantasy at the core of the concept will often be simple and apparent: there's little to no risk of being rejected. So it's not in a particular flavor, it's the more building-block aspect that dictates how the encounters go - so even if the game is written to cater very heavily to fans of submissive content, for example, it's still a power fantasy because [I]everyone you meet is so taken that they can't help but what to dom the crap out of your PC[/I]. That in effect makes your PC an absurdly powerful sub, doesn't it? TiTS is very transparently one because the whole game is presented to you as your own personal sexual sandbox. Other characters may be scraping by, and it may seem far too harsh to be a fantasy, but Captain Steele Jr. is an elite vacationing in the much tougher lives of these other characters and using them as sexual entertainment. Everything in the game is there to enable this for you. CoC2 is like this, too, the main character might be less special from the perspective of the setting but in looking at how the narrative is structured you won't see other, better heroes showing up to take this quest away from you, you're not likely to run into a situation where your PC is simply not a character's type even if you mess around with alchemy, and things you're allowed to do are going to be a means to bringing about an overwhelmingly lucrative outcome. No one's going to think your character is a creep for trying to have a harem and start avoiding you, a choice you make isn't going to put the thing you want out of your reach, and your efforts aren't going to go to waste. So what Savin is saying isn't that he wants to write an anti-power fantasy; it's that he doesn't want his to be one that lays everything at your character's feet the way TiTS did. There are different ways to go about it and he likes those that put you through the ringer and at times make you choose between things you want rather than allowing you to overpower that sort of mutual exclusivity with the power of Main Character Specialness. [/QUOTE]
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