Re: What Would Be Your Perfect BE Game
Interesting stuff, this... For as long as I've followed this forum people have occasionally been posting process-related game threads, but this is the first time I've seen one so explicitly focused on design concepts. Nifty concept, that.
On the idea of a roguelike:
Interesting! While this option probably has the least potential for *ahem* interesting *ahem* art, the tendency for such games to focus on the minutae of interations with the environment could potentially lead to some very interesting gameplay. Very few other game genres allow the possibility of having to find a way to squeeze through 'normal' sized doorways.
I've actually thought about this concept before. Rather than a combat-focused game, I thought it'd be kind of cool if you replace the ol' hit points with concerns about mobility, and fitting through doors. Of course, it's not really a dungeon crawl at that point... but heck, dungeons are just one of the many settings for the fetish to take place in. BE roguelike: Escape the shopping mall!
On a Princess-maker-type-game: Yeah, something like the various personal life sims on the market would be interesting, if done well. The issue I find is that the fetish might be hard to adapt.
For example, if the game took place over a long period of time, then the process would either be gradual or rapid but rare. In either case, unless the rest of the game was interesting in its own right, it'd be easy to get distracted. It'd also be less suitable as fap material - if you're into instant gratification, at least. I am.
On the plus side, it's possibly the only genre that would really allow for the long-term effects of BE to be explored. Game options on how to spend time would really change as time went on.
On a simulation game: One of the issues with both the above genres is that the oplayer character tends to be the focus. While this isn't a problem in itself, one of the reasons to play a BE game is for some control over the process. Speaking generally, I imagine that for those that like rapid process, quantity could make up for quality.
Here's a hypothetical concept. Imagine a self-running simulation, a game somewhat simpler than dwarf fortress and more complex than the Sims. In this simulation, NPCs act according to their own little AIs, following their own little simulated lives.
Into this situation, insert the player character. With a BE gun, or some other deus ex machina. Let them roam free. Let the changes they make have repercussions - let BE'd girls get wheelbarrows, or hide from the public eye, or proudly start a collective, or whatever.
Let the player persuade people to do things - not necessarily to follow, but to have influence on what people do. Let the happy society that existed be changed by the players actions - maybe in a small way, or maybe by having the entire civilisation turned upside down when half the population can't stand reliably.
With a sufficiently complex simulation to begin with, a player could do the thing that's fun in any simulation: Try something and see what happens as a result.
Of course, BE is a complex fiction, and it'd be hard to work out a simulation comlicated enough and have graphics and whatnot to support it. Still, it could be awesome.
I've other ideas, but I must go, now. Ah, well.
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