MirceaKitsune wrote:darkevilme wrote:not to toot my own horn, but i'm gonna. In discordia's tale I had a preference journal that helped to check/uncheck things. and In nomad there's preferences.txt file that allows the player to screen out say...CTF or CV. Admittedly, I don't have a preference tag for those who'd want to screen out demis. I do for ferals though and nomad contains no anthros at the present time. I suppose it's a matter of what I consider most banal that means demis don't get a tag.
Anyway. This is an idea I've implemented before so it's do-able and others should totally do it if they're catering to a broad range of fetishes.
No worries, and I'm glad someone did in fact consider this option! But yeah; I do believe the preference should be not just about vore type, but include every species and gender as well! There are a lot of people who are only okay with female preds, as there are many who are only okay with male ones... also there are folks who only want to see human preds, while on the other side people who are only into furry ones exclusively (myself goes here).
Therefore the best way to do this sounds like a list of independent options. Perhaps with checkboxes for each pred character, which is then registered to multiple categories it must match. Simple example:
- Code: Select all
Types
[x] Soft Vore
[x] Anal Vore
[x] Cock Vore
[x] Unbirth
Gender:
[x] Male
[x] Female
[x] Herm
Species:
[x] Human
[x] Anthro
[x] Feral
Also, in procedurally generated worlds where characters aren't set in stone, unchecked characters could perhaps not appear altogether! So instead of just selecting whether you see a vore scene, you choose what types of preds you're alright with encountering in the world to begin with. IIRC Nomad works like that, so it could go for this approach.
I feel like it's a difficult balance. On the one hand, a game takes a lot longer than a story or picture, so you want it to have a broad appeal. If the preferences are so specific that only a few people like it, it's hard to feel like it's worthwhile. On the other hand, trying to appeal to everyone can really get in the way and lead to things feeling watered down. There are different personalities, different speech patterns, different mannerisms, different character archetypes I associate with different genders, species, etc. So to write an appeal-to-everyone game, I'd have to either make my characters feel bland and generic, or multiply the amount of work I was doing by many times so that there were combinations for anyone. And that might make it a less fun project for me too, which is a really important factor.
Not all of that is applicable to all game types, of course. But finding a happy medium can be tough, and my own subjective feeling is that it's closer to the "narrow appeal" end of the spectrum