Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20190611181005

Yeah, I am so unpredictable when it comes to falling asleep that such schedules are entirely worthless.

Actually, that is the funny thing, I pretty much would love a game like Daggerfall that was a bit more modern. Plus it would need to be adult for me to endure it, Daggerfall itself is pretty much hell as it is a lot of tedious wall spamming and clunky UIs. The procedural generation there however was great, that is pretty much exactly what I would prefer from RPG quests, as opposed to the story nature of games since then. If you ever touch Morrowind, you will notice it just is bad at replayability if you want real challenge, because the game features a lot of hidden powerful objects that once found can easily nerf any sense of real challenge. Oblivion and Skyrim aren't much better. Oblivion has things like "find evidence to use against a person" that is entirely pointless on replays, while Skyrim has stuff like caves you shouldn't know about unless you played previously and thus know exactly what they hold and what you need to do the quests in there. That is it, the later games are more sandbox, but also more of a grocery list once you know what to do. This is especially bad in Morrowind, which offers no challenge. Oblivion's main issue is its stability and falling apart as time goes on, it even has some nice procedurally generated mobs and dungeons. Skyrim is more hand-crafted, but have some mods with some level of craziness, such as generating a hundred bears that fly across the sky and murder everyone. Skyrim's main issue would be its engine, things that occur must occur according to scripting, so say you were going to be raped but left a dungeon and avoided a monster. Skyrim logic says that since the rape was scripted to continue, it must occur, but since you aren't in the dungeon you are instead sent to a grey void where you need to reload. Note "dungeon" can be replaced with "small zone that is about sixteen feet across", then you can see why this sort of thing is highly frustrating. You spend your time fighting to convert a pursuer mod made for regular Skyrim to SE, then find out it still has all these awkward jumps in fluidity. Oblivion is perfect there, but then Oblivion tends to just totally fail after about half an hour, plus the survival mods aren't the best so you can't really sleep on the ground even if you need to sleep, so you end up needing to make your way to an inn instead of being able to live in the wilderness.

Essentially, I love the idea of Daggerfall, the relative execution of Oblivion, and the scripted mods for Skyrim. The problem is that, for long term practice, all sort of fall apart. You never really lose the illusion that you are playing something hacked together by a bunch of amateurs that might occasionally work but otherwise be a massive headache. Combine this with Bethesda pretty much never releasing a stable game and you can see why this is such an issue. You want a game with challenge you can devote time to, but instead get something you must save-scum every few moments, and requires loading from the main menu to prevent corruption. The reason you must save scum is because the engines are so unstable you might crash at any point, how anyone "roleplays" in these is beyond me since the games feel almost impossible to get immersed in since you see your desktop more than the game itself. Morrowind was probably the most stable of them all, which is depressing due to how predictable it is, and then you ironically got Daggerfall being almost as stable. Skyrim crashes frequently as does Oblivion, the main difference between them is that Oblivion will endlessly crash at the same spot, meaning at least in Skyrim I can save-scum my way to progress. But then I am never really feeling immersed. Instead I am having to fight with grey voids and game features failing at random times (so many times I have had the interface just fail to do some function, such as interact with people or use inventory), while using sub-menus to refresh things as the complex scripts tend to just fail mid-script most of the time. But at least you can fight with it, thus making it a slight less of a headache than Oblivion. At the end of the day, I find anyone who says either is perfection for adult gaming to be delusional, it is the best of a possibly bad situation, mainly because most are used to flash games and a barely existent industry.

Yeah, the one thing I feel skeptical about with Blood is that it is a sprite based game and is on the same engine as Duke 3d. Based on my feelings of the limitations there, I am not sure I would enjoy it, especially since Blood reminds me of Hexen which was questioned to be liked. Add a protagonist making constant quips and that darkness takes the form of more "80s gore humor" than the actual dark and gothic nature that takes itself seriously that I would prefer.

Yeah, flash games have been the main go-to for this type of stuff for years. Newgrounds' NSFW section, some adult gaming sites, essentially the whole Meet and Fuck series, RoR titles such as Shiobi Girl or Jungle Girl or Angel Girl... Basically games that were made to last a couple minutes at best, as pretty much all flash games are. I mean, the Japanese have been doing stuff for years, but you still mostly are just getting a bunch of RPG Maker games. These can be summed up as linear romps where combat is defined by if you had bigger numbers or not, a lot of RPG Maker games later I still have yet to find one that is really enjoyable and generally find them highly limited. There is the well known Violated Heroine, but that is once again a sandbox game.

The problem with sandbox is that people feel they can only have fun when they don't have challenge, so you are given all the means to easily bypass anything. Add a barebones system to begin with and it just becomes very mundane. Take Violated Heroine, you immediately end up in a town where you get get an overpowered follower and infinite money. Given the choice between linear romps and randomness, people prefer linearity as random tends to offer repetitive things as a general rule. I rather repetitive with a basic goal and some stability, where the focus is more on challenge than anything, this is probably why I find Elder Scrolls Arena the best of the series ironically even if that becomes mostly potion spamming. It may have had a clunky UI and rather terrible controls, but it had a good execution.

Ideally, I would like some 3d game with customizability and a stable engine. I am really thinking that stability is becoming an important feature for me, a game that doesn't crash is a lot better and is far more enjoyable. A game that doesn't crash, while also including challenge (and not just puzzles you see with every time you play) and some definable goal, and having replayability through differently generated worlds is apparently too much to ask. Especially one that is in the porn game industry. Take a game like House Party for example. Highly customizable and has a great engine, but the problem is the entire game is literally hunting for hidden objects, so that there becomes zero point of replaying it. Oh, sure, people will argue replayability because "different routes", but this is just prolonging the inevitable. The game isn't replayable, it has a finite number of times you can play it, and that is only if you care about the choices you didn't pick. The replayability is on part with a choose your own adventure book, as is the difficulty.