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Adult Games
Corruption of Champions II
CoC2 Questions & Answers
The Power Fantasy Problem
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<blockquote data-quote="Stemwinder" data-source="post: 347977" data-attributes="member: 23736"><p>It's more that the narrative itself is built, behind the scenes, to foster their importance, give them the exact sort of super-agency that would be highly desirable for the type of game that it is, and do very little to thwart the player's attempts to exercise it. </p><p></p><p>Using an NPC for sex or relationship thrills and then throwing them away, never to be heard from again, is a design in service of letting the player exercise that super-agency. If that NPC were to come back and sabotage your quest somehow, to the point where something you really want as a player is now out of reach, it would be suggestive of a game that's built with the idea that the player take thoughtful actions rather than do whatever they like and be richly rewarded for it.</p><p></p><p>Or let's change the genre of CoC2: now it's a dating sim and there are two different approaches. One takes it as a matter of course that all the heroines, whether they be boys or girls, are interested in your hero, the player character, and spending time with them is basically the only requirement for getting what you want. There may be different endings, some better than others, but fundamentally the design principle is <em>if you're interested in them they'll also be interested in you and you can get what you want from them by doing the things you want to do to them</em>. The other tries to simulate a relationship: you have to make an impression on them, you have to approach them in a way that doesn't alienate them, and what you do may not lead to the outcome you want it to. Let's say in the Ryn route spoiling her doesn't make her more confident, it just makes her more dependent on your affections and approval, and to get the confident Ryn you want, one who can stand on her own, you can't just hug and cuddle her till she's all better. You can still get what you want but the design principle is <em>for them to be interested in you you're going to need to be interesting to them and doing what you want only guarantees that momentary thrill.</em> </p><p></p><p>Does that clear up how a power fantasy approach is distinct from a different one?</p></blockquote><p></p>
[QUOTE="Stemwinder, post: 347977, member: 23736"] It's more that the narrative itself is built, behind the scenes, to foster their importance, give them the exact sort of super-agency that would be highly desirable for the type of game that it is, and do very little to thwart the player's attempts to exercise it. Using an NPC for sex or relationship thrills and then throwing them away, never to be heard from again, is a design in service of letting the player exercise that super-agency. If that NPC were to come back and sabotage your quest somehow, to the point where something you really want as a player is now out of reach, it would be suggestive of a game that's built with the idea that the player take thoughtful actions rather than do whatever they like and be richly rewarded for it. Or let's change the genre of CoC2: now it's a dating sim and there are two different approaches. One takes it as a matter of course that all the heroines, whether they be boys or girls, are interested in your hero, the player character, and spending time with them is basically the only requirement for getting what you want. There may be different endings, some better than others, but fundamentally the design principle is [I]if you're interested in them they'll also be interested in you and you can get what you want from them by doing the things you want to do to them[/I]. The other tries to simulate a relationship: you have to make an impression on them, you have to approach them in a way that doesn't alienate them, and what you do may not lead to the outcome you want it to. Let's say in the Ryn route spoiling her doesn't make her more confident, it just makes her more dependent on your affections and approval, and to get the confident Ryn you want, one who can stand on her own, you can't just hug and cuddle her till she's all better. You can still get what you want but the design principle is [I]for them to be interested in you you're going to need to be interesting to them and doing what you want only guarantees that momentary thrill.[/I] Does that clear up how a power fantasy approach is distinct from a different one? [/QUOTE]
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