Enforcers of Magic : Hope [THREAD MOVED]

But what if you focus on genderlocking romance and the content ends up suffering? :stuck_out_tongue_winking_eye:

You would still have to write the same number of romances; the only difference is that with genderlocking you have to add *if (gender = male) or *if (gender = female) at the start of them.


@Tayato has the option of doubling down on the romances - that certainly would provide more replayability. Given that people would play more then one gender.

Think of it: unique romances for each RO … more choices and more story :wink:

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Hmmm tbh Im not sure how its gonna end up…

but in my mind I just thought that itd be harder for ungenderlocked gameplay and managing its many and complex love triangles, rectangles, pentagons or etc. Hahaha.

Than opposed to say. Focusing on love triangles for only the females first (male pc), and then love triangles for the males (female pc).

Thank you for giving your thoughts on this matter.
It means a lot :grin:

Forgive me for my newbie noobness but what is RO…? :sweat_smile:

Newbie noobness - innocent and naive :smirk:

RO - romantic option

The people you are targeting for romances.


I’m not upset or offended :relaxed: this is just something I do feel strongly about so I wanted to be firm. I can tell you are trying your best and don’t mean any offense, which I do appreciate. If you’re worried about how to handle things, I’m here to help :slight_smile:

Where it comes to writing boy/girl differences in the game, I would argue that it’s important to ask yourself for each variation why you have them there. Where it ends up being “girls can’t do this” or “boys can’t do that,” that’s when I would find it more troubling, because characters end up being limited by something that wouldn’t actually logically limit them. When the experience varies due to other characters’ reactions, that feels less like you’re pushing the character in a gender-based direction, so that could make more sense.

I do think writing a whole lot of boy-girl difference would be giving yourself a lot of extra coding work for less return on value than expanding different playthrough results based on more active choices.

Opinions vary a lot, though. I would recommend at least peeking at this thread: Preferability of "non gender segregation" world in CoG

Well, you could just have it so that a female pc has a choice between both the female love triangle options and the male ones, and a male pc also has a choice between both the female and male ones. Or, if you want to be more inclusive of bisexuality as well (which I do think would be nice), you could just focus on a few specific love triangles, and just not have other love triangles possible.


Potty!!! NO!!! XD

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A problem im struggling with bisexual pcs is that there wont be much of a point in replaying the game as a different gender since you can romance anyone in 1 playthrough. (Except for roleplay reasons ofc)

What do you think of a system where it would be harder to turn your straight guy friends into your lovers (if pc is male) but still possible, although harder when compared to if you played the game as a girl. and ofc vice versa for female pcs

Multiple triangles would make you a square. Just saying.

@Tayato - My advise is to develop the story independent of the romance to begin with. Romance and its particulars will reveal themselves to you as you write and you can then go through and branch from those points.

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Okay, so that would be more work… but otherwise you’d be ignoring the fact that, yes, non-straight people do exist. I guess one thing you could do would be to have exclusively non-straight characters, so if you’ve got six ROs, for example, Adam and Alice are straight, Ben and Beth are gay, and Charlie and Claire are bi. That way a male MC doesn’t have to worry about love triangles involving Adam or Beth, for example.


This is where I think you are missing a great opportunity. Your characters should be developed enough that they would react differently to different types of MC (main characters; the reader) and that is where your replayability would grow.

Most of the time you will find your story branching off on its own and you will get a lot more width in your writing then you are originally planning.


This may be strictly my opinion. But I would think that the world does differ when you are a girl or a boy does it not? How people view you at first, how enemies will perceive you. Etc

Say for example I can provide a villain that is straight/gay. Lets say he is gay. This would mean that male pcs can try to seduce the villain (with high enough charisma) whereas female pcs simply would have to beat the villain the old fashion way. (Through violence and force O yea+!)

And would he be a viable romance? Or would his sexuality just be used as a way to beat him?


Having characters with preferences can be nice as long as it’s not all one-sided. If all the romance options are largely straight and none gay, that feels imbalanced.

It’ll be easier to talk specifics when we know more about the particular characters, though :slight_smile:

You could just make it so there’s a limited number of possible romances per playthrough :thinking:

Maybe like love triangle possible with A&B or C&D or A&D, but you just don’t write other possibilities. Something prevents those. So it’s not locked based on genders but on specific individuals. Which could also work if characters have specific orientations like in @ParrotWatcher’s example, which would also reduce the number of possible love triangles.

This is where the difference comes in between restricting the characters’ choices, which I’d argue against, and writing different reactions from other people, which can make more sense :slight_smile: the former reduces the player’s control while the latter does not.

That could be a good example which could be quite fun to see :smiley: provided there are gay characters who aren’t villains, of course :stuck_out_tongue:

Not sure who Beth is, but the first part is true :stuck_out_tongue_winking_eye:

(I’m off to bed so no more responses from me for a while.)


Im sorry I think i missed my point…
on the context of roleplay yes I do try to aim to make other characters react differently depending on the PC. :grin:

But im asking more on the context of gameplay. Making females have more of an edge in something and vice versa for male pcs. I think it would make a more dynamic playthrough?

What do you think? :neutral_face:

No he would not be open for romance. Though im open to the idea that the villain is open for romance… :neutral_face:

Thanks for mentioning that. It is very interesting.

However I dont really want to limit the PC in anyway. So if say the pc is gay. And they wanna date a straight guy because they like the character then I wanna make it possible. Just harder.

I think you shouldn’t stereotype genders … each MC is an individual. A more dynamic playthrough would be achieved by customization of the MC into a unique entity.

If you have not yet played Zombie Exodus or its new sequel, Safe Haven, you should. It embodies replayability because the MC is so customizable - and the story itself is different on choices you make to customize your MC. A soldier MC has different text then a bank robber MC, just to cite one example.


So… you’re fine with romancing a villain, but not romancing a gay villain?

But didn’t you just say you weren’t giving any gay romances? :confused:


Wow thanks for citing that example.

Off to research I go! :smile: