I'm starting this thread in the hopes that I can persuade the developers who are taking on the Sextec project to consider a slightly different approach than Sexlab.
PROS AND CONS OF SEXLAB:
Obviously, Sexlab has been a groundbreaking mod for bringing NSFW content to a game. The integration aspect has been so well executed that dozens of other modders have been able to understand and attach their mods to it.
The downside, imo, is that the actual sex scenes are completely passive by design. It is initially interesting to see NSFW content in a AAA game at all. But, even with extra animation packs for variety, it doesn't take long for the scenes to become boring. In general, people enjoy replaying good games for the interactive parts. They skip the cut-scenes after they've seen them once or twice. Sexlab essentially is putting the sex scenes into the cut-scene category of game experience.
Because so many modders see it as Sexlab "having the sex part taken care of" the success of the system has discouraged expansion on the interactivity of the actual NSFW scenes. Despite a ton of modding work from a very involved community, it took years before someone started an alternative focused on the scene with the 0Sex mod.
PROS AND CONS OF 0SEX:
0Sex is also a groundbreaking step in my view. It allows interactivity to continue through the sex scene rather than having a system take control to create a mini cut-scene. The use of transition animations also is a big improvement.
There are some downsides to it though. First, it's not a framework [EDIT: This is no longer true. 0Sex has been made to be a framework for other modders to make use of]. So, there is no way for other mods to integrate it the way that Sexlab does. Second, controlling the scenes is a bit like controlling a flight simulator. Kind of immersion breaking to have to think that much about sex. Finally, it is kind of two dimensional in that it is very targeted toward one type of sex (cuddly). So, the game consequences of the scene seem to be limited in scope (the NPC likes you even more or the NPC likes you even more and is pregnant).
A PROPOSED SOLUTION:
Actually, I see two ways to approach this technically:
A. Sticking to more of a framework model, you could separate the sex scene handling aspect of the system into modules. So, Sextec does the integration the same as Sexlab. But, when it gets to the scene part, it hands the handling of that off to a second module. When that module finishes with the sex scene, it reports back to Sextec a standardized report about what happened so that it can continue to manage integration with other mods. The standard install of Sextec could include a sex scene module that behaves exactly like Sexlab (Sextec Basic). But, the interface would be there for modders to make their own scene handling modules more similar to 0Sex (Sextec Interactive).
B. The Sextec developers could hard code the scene handling experience to be more interactive like 0Sex but with some adjustments (discussed below).
Here are some ways I think that the 0Sex concept could be adjusted within a Sextec context:
- Make the interactions driven by dialogue (if the game engine allows). A hotkey system could be available as well for people who don't want to see any text on screen. But, I think that controlling the scene through a dialogue window would be much easier to use and would feel more consistent and integrated into the game.
- Expand on the interaction options from what 0Sex has so that the player decides what kind of scene plays out. Skyrim is interesting as an RPG because players end up in different factions based on their game decisions. The sex scene could be just as dynamic. Instead of deciding the scene type up front, the user would define that as they go through the scene. This would open up a lot of possibility to report back to Sextec and affect the game or other mods.
- I recognize that transition animations introduce a TON of additional work. Instead of 3-4 animations per class, each would need dozens. However, I believe that the community has proven to have more than enough ambition and capability to take this on. I think that if you started with just the human animations, others would provide synths, mutants, etc. pretty quickly.
Anyway, that's my 15 cents. Thoughts?
Edited by pipdude, 13 June 2016 - 06:41 PM.