by TuathEicse » 18 Mar 2017, 01:42
I won't exactly complain about the idea of bespoke software, but I am no coder. I won't be much help outside of the game design side of things. On the plus side, if no one can program something better we do have a Plan B ready. And speaking of game design, I think the next element to think about is victory. How do you win a game, and what does that mean?
Krell, you suggested forcing your opponent to orgasm or give in to win the game. Two things concern me about that. First, judging from the range of CTI cards and rules I've seen, people operate across a huge range of 'resistance' levels. One player may run a two-hour tease hovering around a 15-20 average stroke rate and holding multiple edges, while another player may run forty-minute teases with an average stroke rate of 5-10 and spending half the time in Chastity. If those two players face off against each other, no difference in strategic skill is going to overcome the massive difference in resistance levels. The low-resistance player will be forced to yield before the high-resistance player begins to get into things, and both will probably have an unsatisfying experience.
Second, if the 'loser' is the one to reach the edge or even orgasm, what does winning really entail? You could introduce Punishment-style cards, allow the winner to orgasm in their own manner, etc. but it's hard to escape the idea that the game's structure naturally pushes the loser toward a pleasant state and the winner toward an interrupted experience (the game ending before they 'get anywhere').
You could solve this by adding a separate reward, like I said, but if we have to introduce a reward separate from victory itself there's no real reason not to just have a more game-friendly victory condition and hand out rewards based on that. Thinking on this for a bit, I see a few different possibilities:
Life Points/Victory Point total: The first player to exhaust his opponent's defense, or to accumulate enough points, wins. These are basically equivalent in a two-player game. This tends to be the default victory condition for most games, but it's the default for a reason - it's easy to understand and easy to balance.
Upper Hand: When certain cards are played or certain conditions are met, one player will gain advantage and the other will lose it. The Upper Hand might go from +2 in Player 1's favor to +1 in Player 2's favor, for example - a change of three points. When one player has some amount of Upper Hand, they win. This is a tweak on life/victory points I haven't really seen before. It would throw an interesting wrench into the old system, and it seems thematic for this game. It may end up prolonging games if players get into a stalemate. That could be a positive, though? I don't know. It's an untested mechanic and it would require some playtesting to get a feel for it.
Time/Turn Limit: The player who accumulates the most points before the game ends wins. This would let you set a specific block of time, like in CTI, but it would make the game less responsive to players' individual limits. Not sure whether that ends up as a net positive or net negative. Definitely pushes things in the direction of a tight, strategic board game model rather than a chaotic card battle. This could be combined with other victory conditions. Actually, combining this and the Upper Hand condition might be interesting.
Bank Total Value: Some cards allow you to 'bank' a card from your hand or the field. More powerful cards are worth more in the bank, so it's always a tradeoff between playing a powerful card or getting a bunch of points from it. The first player to accumulate some value in their bank wins.
Bank Effects: This would be a sort of hybrid between a 5/6 and a 2. Cards have an effect when played and a separate effect when banked. When one player banks some maximum number of cards, the game ends. Both players' banked effects apply. I was thinking that some effects might require multiple parts - you would have to accumulate three cards with the three parts of 'Orgasm' to cum properly, for example, but a single Edge card would let you edge. Maybe it would just be multiple colors of stars, and the outcome would depend on how many different colors you banked. I'm a little vague on exactly how this would be implemented, but it feels like it could work.
That would determine how a player wins, but what does winning mean? This could be something the players agree on beforehand, it could depend on something that happens in the game (like banking cards, or 'buying' an outcome somehow), it could depend on some sort of metagame like the Lifestyle bank of my original draft, or it could even be a random draw from a separate deck. This can be put off a bit while we focus on deciding the victory conditions, but it's something to think about along the way.
What do you guys think? I like the Upper Hand or Bank Effects models, maybe with a turn limit, but that's mostly because they're novel. I could ultimately go with pretty much anything on this list. Or something else, if anyone has any ideas.
EDIT: Just thought of something that might be interesting. You could combine Life Points and Upper Hand to simulate something like Krell's original 'cry uncle' idea. When one player accumulates some maximum Stimulation, the game ends. Whoever has the Upper Hand when the game ends wins. That would be an interesting sort of juggling match, and it would be a more organic sort of turn limit. It would also give cardmakers multiple types of values to play with without adding a lot of complexity, which is generally good. I would probably call this the 'Stimulation' model.
I won't exactly complain about the idea of bespoke software, but I am no coder. I won't be much help outside of the game design side of things. On the plus side, if no one can program something better we do have a Plan B ready. And speaking of game design, I think the next element to think about is victory. How do you win a game, and what does that mean?
Krell, you suggested forcing your opponent to orgasm or give in to win the game. Two things concern me about that. First, judging from the range of CTI cards and rules I've seen, people operate across a huge range of 'resistance' levels. One player may run a two-hour tease hovering around a 15-20 average stroke rate and holding multiple edges, while another player may run forty-minute teases with an average stroke rate of 5-10 and spending half the time in Chastity. If those two players face off against each other, no difference in strategic skill is going to overcome the massive difference in resistance levels. The low-resistance player will be forced to yield before the high-resistance player begins to get into things, and both will probably have an unsatisfying experience.
Second, if the 'loser' is the one to reach the edge or even orgasm, what does winning really entail? You could introduce Punishment-style cards, allow the winner to orgasm in their own manner, etc. but it's hard to escape the idea that the game's structure naturally pushes the loser toward a pleasant state and the winner toward an interrupted experience (the game ending before they 'get anywhere').
You could solve this by adding a separate reward, like I said, but if we have to introduce a reward separate from victory itself there's no real reason not to just have a more game-friendly victory condition and hand out rewards based on that. Thinking on this for a bit, I see a few different possibilities:
[i][b]Life Points/Victory Point total:[/b][/i] The first player to exhaust his opponent's defense, or to accumulate enough points, wins. These are basically equivalent in a two-player game. This tends to be the default victory condition for most games, but it's the default for a reason - it's easy to understand and easy to balance.
[i][b]Upper Hand:[/b][/i] When certain cards are played or certain conditions are met, one player will gain advantage and the other will lose it. The Upper Hand might go from +2 in Player 1's favor to +1 in Player 2's favor, for example - a change of three points. When one player has some amount of Upper Hand, they win. This is a tweak on life/victory points I haven't really seen before. It would throw an interesting wrench into the old system, and it seems thematic for this game. It may end up prolonging games if players get into a stalemate. That could be a positive, though? I don't know. It's an untested mechanic and it would require some playtesting to get a feel for it.
[i][b]Time/Turn Limit:[/b][/i] The player who accumulates the most points before the game ends wins. This would let you set a specific block of time, like in CTI, but it would make the game less responsive to players' individual limits. Not sure whether that ends up as a net positive or net negative. Definitely pushes things in the direction of a tight, strategic board game model rather than a chaotic card battle. This could be combined with other victory conditions. Actually, combining this and the Upper Hand condition might be interesting.
[i][b]Bank Total Value:[/b][/i] Some cards allow you to 'bank' a card from your hand or the field. More powerful cards are worth more in the bank, so it's always a tradeoff between playing a powerful card or getting a bunch of points from it. The first player to accumulate some value in their bank wins.
[i][b]Bank Effects:[/b][/i] This would be a sort of hybrid between a 5/6 and a 2. Cards have an effect when played and a separate effect when banked. When one player banks some maximum number of cards, the game ends. Both players' banked effects apply. I was thinking that some effects might require multiple parts - you would have to accumulate three cards with the three parts of 'Orgasm' to cum properly, for example, but a single Edge card would let you edge. Maybe it would just be multiple colors of stars, and the outcome would depend on how many different colors you banked. I'm a little vague on exactly how this would be implemented, but it feels like it could work.
That would determine how a player wins, but what does winning mean? This could be something the players agree on beforehand, it could depend on something that happens in the game (like banking cards, or 'buying' an outcome somehow), it could depend on some sort of metagame like the Lifestyle bank of my original draft, or it could even be a random draw from a separate deck. This can be put off a bit while we focus on deciding the victory conditions, but it's something to think about along the way.
What do you guys think? I like the Upper Hand or Bank Effects models, maybe with a turn limit, but that's mostly because they're novel. I could ultimately go with pretty much anything on this list. Or something else, if anyone has any ideas.
EDIT: Just thought of something that might be interesting. You could combine Life Points and Upper Hand to simulate something like Krell's original 'cry uncle' idea. When one player accumulates some maximum Stimulation, the game ends. Whoever has the Upper Hand when the game ends wins. That would be an interesting sort of juggling match, and it would be a more organic sort of turn limit. It would also give cardmakers multiple types of values to play with without adding a lot of complexity, which is generally good. I would probably call this the 'Stimulation' model.