Ohh sounds interesting! I’ll check it out!
I find this interesting–but does it have to lock out romance? I usually don’t like choices that lock out romance too easily, without informing the player Couldn’t it just be that that specific touch or moment or at that stage of romance it was unwanted–But not a deal breaker?
Or maybe that’s what you mean here?
Ahh–I started this conversation more of a general conversation because I felt it was needed and I was curious It’s not necessarily about my game. But even in the time period of my game there can be touching that happens:
Examples–
Someone catches you if you fall.
Someone kisses your hand when you think they will only hold it.
Someone bumps into you.
Someone misunderstands something and takes you hand or arm. (kinda like this emoji, u know when one person does that pose and the other person links their arm inside it…)
Example from pride and prejudice movie
Did you play my game? If so–did you get the scene in the carriage with Watson where they hold onto you kinda as the carriage hits a nasty bump? There the touch happens, it’s not inherently romantic tho but it also kinda is, but you’re allowed to react negatively to it (and Watson apologises profusely)–how did that feel?
I’m curious in general about how the people in the camp of the poll choice 2 react to situations that could appear in games like these–does it make you turn off the game never to play again? Do you find it okay as long as you get to react appropriately to how you feel?
It is different–but we have to remember this is still a game and has to be written. The author has to decide what they think they and the audience will like or accept–and can’t probably predict nor write every variation. By this poll we know most people are okay with the proposed scenario in choice 1, and a smaller group needs choice 2. Then the question is to where the general guideline can be placed, but that’s hard to find probably. I don’t really know where I am going with this I just know that finding the perfect amount of touching feels difficult
Do we then base it on the culture of the author, the location the game is set, or of the majority of the audience, you think?
I find this interesting especially in rich experiences (negative + positive charged experiences where we are also protected from the darker elements with protective barriers–like this being a game etc).
I think people underestimate the amount of work some toggles might be. It’s not the toggle–its if the scene or character is written in a way where the touch is pivotal, then it adds a loooot of extra work. And if we instead say “don’t build scenes or characters like that then” I feel like we are restricting ourselves a lot in what we can create.