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<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/1340-latest-meows/</link><description/><language>en</language><item><title>Do we realistically need Realistic Needs?</title><link>https://www.loverslab.com/blogs/entry/13147-do-we-realistically-need-realistic-needs/</link><description><![CDATA[<p>
	<em>The way most of the needs mods work creates a chore that is meaningless most of the time, can result in unexpected gameover under very specific circumstances, and fails to contribute to the big picture. </em>
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<p>
	This approach (copied from survival games where it made perfect sense) simply doesn’t belong in Skyrim. Not even in misery simulator play style. Nobody (well, this being LL it is not necessarily true) <i>cares</i> about bottles, baguettes and produce to make for an emotional hook like combat (or sex), and I don’t really see it as a potential minigame of its own merit (oh gosh, will the Dragonborn be able to successfully digest this last piece?)
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</p>

<p>
	It was never about Dragonborn’s calories intake. Is there any scenario when “PC’s stomach is 67.3% full” would be a relevant piece of data? Most of the time we want entirely different questions answered: is Dragonborn living decadent life in a palace or starving away in a gutter? Is she too tired to say “no” to her devious follower? <span> </span>Was her life lately so harsh that another whipping doesn’t scare her anymore?
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<p>
	So, why don’t we just ask exactly that?
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</p>

<p>
	We start with four main stats – Allure, Inhibition, Wear and Self Esteem. Also we have secondary stat – Arousal.
</p>

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</p>

<p>
	<b><i>- Allure </i></b>measures high-ranked NPC (jarls, generals and of course Nazeem) disposition towards you. If your Allure is low no jarl will talk to you, not even about that dragon business. In fact, you’ll be kicked out of palaces unless you are some sort of maid there. It also governs your eligibility for high paying customers. If you decide to sell your body low Allure means you’re stuck in some peasant brothel, sucking dicks for dime per dozen.
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</p>

<p>
	Allure is long term measure of your lifestyle: the bed you sleep in, the food and drinks you take, being pampered via YPS mod and such. You lose it by enduring hardships: low quality lifestyle, taking a beating, etc. It is somewhat unique in the sense that it is very hard to raise and very easy to lose (one black eye from your pimp will suffice). It is easier to raise Allure if your Self Esteem is high. Also, whenever you gain Allure, you also gain small amount of Self Esteem. Note that eating and sleeping are not mandatory, but Allure’s natural bias over time is towards 0. So if you want it high you’d better do your homework.
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<p>
	But you don’t necessarily want it high, because it also governs how much Wear you take from challenges, such as sex or beating. Low Allure means that your life so far was harsh and you can endure a lot, whereas a pampered princess would be destroyed by a single slap to her ass cheeks.
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</p>

<p>
	<i>In short: high Allure is beneficial for princesses and royal escorts, low Allure is beneficial for slaves and beggars.</i>
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</p>

<p>
	<b><i>- Inhibition</i></b> measures your own attitude towards sex and related depravities. High Inhibition works as some kind of “nun pheromone”. NPCs respect you, and even rapey bandits will let you go unharmed (they will still take your money, of course). Low Inhibition is a “slut pheromone”: female NPCs lose respect towards you, men expect sex from you. (As to whether how they act on that expectation depends on other stats.) Of course, if your Inhibition is high, you won’t be able to prostitute yourself or otherwise willingly participate in depravities. Romance and marital sex is OK.
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<p>
	You lose Inhibition via sex (of any kind) and depravities, and gain it from religious practices and long term chastity. Also booze and drugs lower Inhibition temporarily. Natural over time bias is towards medium.
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<p>
	<i>In short: high Inhibition makes your life as a free woman significantly easier. However it hinders your hooker career and is hardly a boon for a slave.</i>
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<p>
	<b><i>- Wear</i></b> is integral measure of physical abuse you’ve suffered. You gain it from being beaten, from hard labor (think of ponygirls), from sex, from substance abuse and long term lack of sleep. We do not trace its origin, let alone calculate meticulously anal wear versus oral wear – it makes zero difference. You lose Wear by taking a nap (proportional to the bed quality), by eating food, by taking meds. Natural over time bias is towards 0. Booze and drugs do not cure Wear (they cause it if anything), but they temporarily offset its effects.
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<p>
	In general Wear negatively affects your performance in all areas. On the other hands, high Wear reduces you Self Esteem loss from non-compliant depravities - as in “I never surrendered, I was betrayed by my own body”. At the same time low Self Esteem increases your regeneration speed.
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<p>
	<i>In short: Wear an excuse for a PC with high Self Esteem, but at the same time it hinders Self Esteem regeneration when it is already low.</i>
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<p>
	<b><i>- Self Esteem</i></b> is self-explanatory. We classify all actions in the game as defiant (starting fights, picking pockets, using Intimidation and Persuasion options in dialogues) or compliant (selling your body or otherwise willingly participating/cooperating in depravities).
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<p>
	Self Esteem is somewhat unique in that is has a slippery slope feedback loop. You gain Self Esteem by taking defiant actions and winning, but you need sufficient base value to even try such action. You also gain Self Esteem by completing quests, earning gold, having a house and anything else that would qualify as achievement. Including orgasms from voluntary non-hooker sex. You get temporary Self Esteem boost from booze and drugs.
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<p>
	If your Self Esteem is low you emit “victim pheromone”: men will demand sex (and at some point you don’t get to say no), vendors will shamelessly scam on you in broad daylight (and at some point you don’t get to say no)… you get the idea. Note, however, that if your Inhibition is high you still get to say “no” to sex demands even with very low Self Esteem. You lose Self Esteem if you take a defiant action and fail or if you take a compliant action. The difference is that in the first case you lose some fixed amount, where as in the second case your loss is proportional to your current Inhibition score. It goes without saying that defiance in most cases will result in some kind of punishment and increased Wear. Loss of Self Esteem from being naked is proportional to Inhibition score. You lose even more Self Esteem by wearing devious devices specifically designed to ridicule, such as Yoke of Shame.
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<p>
	Natural overtime bias is upward, it is negatively affected by Wear and positively by Allure.
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<p>
	<i>In short: low Self Esteem helps you survive in dire situations but severely reduces your options elsewhere. </i>
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<p>
	Finally, <b><i>Arousal</i></b> is inhibited by Inhibition (duh!) and Wear. Sex at low Arousal, even technically voluntary, is considered compliant action, and also inflicts increased Wear. Note that high Arousal leads to “slut pheromone” emission, even at high Inhibition score.
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<p>
	Okay, how is this model an improvement over existing needs models?
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<p>
	Food is completely optional. You only need to care about it if you want to play princess (in which case you need quality food) or to heal some damage (go for quantity).
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<p>
	Sleeping is semi-optional. We don’t want to lose it completely (because of all the fun stuff that happens to poor Dragonborn when she tries to take some zzzzs), but realistically you only need to care about a bed when you want to play princess or something really bad happens.
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<p>
	More importantly, you now have a reason to actually take booze and drugs (with all the consequences). Intoxication allows you to get unscathed through stuff that would otherwise lead to mental breakdown. Of course you need to take it in advance rather than as an afterthought.
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<p>
	All in all, it is much better suited for survival/slave breaking gameplay than current “oops, there’s no food around, you’re dead” approach.
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]]></description><guid isPermaLink="false">13147</guid><pubDate>Wed, 10 Mar 2021 00:19:00 +0000</pubDate></item><item><title>A fix for skooma whore</title><link>https://www.loverslab.com/blogs/entry/11769-a-fix-for-skooma-whore/</link><description><![CDATA[<p>
	Before we can talk about a game that features a risky consumable we need to acknowledge two phenomena: risk aversion and consumable hoarding.
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<p>
	Most of the people are risk averse. Which is good for survival but boring. So they rely on art to deliver strong emotions normally incident to active risk taking. A game – an interactive art – looks like the ideal safe environment to unleash one’s inner fury, but it is not what actually happens. Players launch the game and… keep displaying risk-averse behavior – this time about some imaginary loss.
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<p>
	Consumable hoarding is a long standing problem in game design. Players come into possession of a consumable power-up but feel reluctant to pop it. Instead they keep it for the rainy day, until it eventually becomes irrelevant due to progression curve and gets dumped for some chump change. And all the developer’s effort invested in creating this consumable is lost.
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<p>
	So, with this in mind, how do we approach a mod about junkie hooker?
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<p>
	Currently drug addiction mods go as follows. There is this highly problematic consumable that gives not at all game changing (more like largely irrelevant) bonuses. Why, we wander, nobody wants to take it? Well, no problem, let’s force feed it. And now you get drugs from rapists (why would they bother?), from forest animals (weird and possibly a bug) and weirdest of all – from guards. You know, the ones who supposedly keep this whole drug industry under the radar. But wait, there is also addiction. Which adds some not at all game changing penalties and apparently turns you into a klepto.
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<p>
	The thing is, the narrative of a junkie hooker is not about drugs at all. And not about whoring either. It is about slippery slope and being desperate. As in “I will sell my body <i>and</i> my soul for a fix”.
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<p>
	Real world drugs work like a sort of inhibition breaker. They literally rewire addict’s brain into risk tolerance. So when junkies rob a pharmacy they are fully aware* of what they are doing. They simply do not care.
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<p>
	With this in mind we want a junkie gameplay to deliver these four feelings:
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<p>
	- “Rush” when drugs are in effect
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<p>
	- Depression when they aren’t
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<p>
	- Desperation when withdrawal kicks in
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<p>
	- Overarching feeling of slipping down the slope
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<p>
	Slippery slope is relatively simple one. You repeatedly put the players into a situation where they are tempted to take some immediate “easy way” that they <i>know</i> will lead them into some trouble in the future. And let them watch their future trouble debt pile up.
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<p>
	Rush boils down to bonus gerrymandering in such ways as to encourage deliberate risk seeking. E.g. not some flat +sword_dmg, but progressively bigger bonus for each additional enemy in the proximity. And insane HP regen (useless if PC is not actually taking damage). And bonus points if you <i>go commando.</i> I mentioned in my other post that Skyrim already has a mechanics that works like this – sneak levelling. This approach doesn’t really apply well to magic/archery playstyle, but it can be argued that the junkie game in fact <i>should </i>be detrimental to arrow plinking from a distant bush, for this is textbook risk averse style. Brutal face to face carnage and gore only!
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<p>
	Depression is a tricky one. You cannot actually drive your players into depression, they will simply quit the game. If I were developing a game for real I would secretly sabotage the player in various small ways: friendly NPC suddenly becomes passive-aggressive, alchemy refuses to cook and “just nothing is right”. Which is how drug addicts describe it. We could also introduce some form of hangover under this rubric but at this moment I don’t see how it would help.
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<p>
	Now, the holy grail of desperation. At this point I’m still not quite sure how to get there. Obviously it needs to involve scarcity – it’s really hard to relate to the craving for something readily available. But then we run into the player’s general reluctance to, you know, actually consume rare consumables. So how do we get PC addicted in the first place? Again, I would consider a dirty trick when the drug <i>becomes</i> scarce as addiction kicks in. But this clearly needs more work.
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<p>
	--------------
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<p>
	* In the process. They might not remember anything later, but that is another story.
</p>]]></description><guid isPermaLink="false">11769</guid><pubDate>Tue, 11 Aug 2020 05:56:00 +0000</pubDate></item><item><title>Is there a game in being the game?</title><link>https://www.loverslab.com/blogs/entry/11758-is-there-a-game-in-being-the-game/</link><description><![CDATA[<p>
	I recently had to take a look into the current state of SD+ and it sent me on my usual ADHD tangent. See, current generation of prison/enslavement simulators doesn't really deliver, prison escape simulators won't work either. Sooo... how about a simulator of being at large?
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<p>
	Step 1: get yourself enslaved - the usual way. Probably you will get all forms of predictable abuse - it doesn't really matter, because the real game begins <em>after</em> you escape. Possible masters for this idea are limited to bandit leaders, city nobles and other folks who can believably arrange a hunting party. With you in the leading role. The next depends on where you escape from. Countryside masters will literally hunt you. With dogs. City hunt is more gumshoe-themed: placing bounties, asking around in taverns etc. Arguably there should be separate hunting mode for mages, but at the moment I have no idea what that could look like.
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<p>
	The hunt is limited, but not by time. There is a budget of certain <span><span>"heat units" that work not unlike the way sneak is leveled: units are spent when they are breathing down your neck. In other words, if they are hunting for you in the woods and you are hanging around in a tavern the counter is not ticking down.</span></span> The side effect of having high heat on you is that fast travel (both by map and by carriage) becomes unreliable. Every now and then you will end up right where you don't want to be.
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<p>
	Now, how do you avoid capture? Often you will be able to simply outsneak or outrun the hunters, especially if you clock serious time with SLUTS. "Rule one: cardio" <span><span><span><span><img alt=":)" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/smile.png" title=":)" /> But then consider this: slave boots distort your footprints, rubber catsuits (or certain animal secretions) mask your smell, blindfold hides your identity in cities... you get the idea.</span></span></span></span>
</p>]]></description><guid isPermaLink="false">11758</guid><pubDate>Sat, 08 Aug 2020 21:52:00 +0000</pubDate></item><item><title>My devious lady</title><link>https://www.loverslab.com/blogs/entry/11050-my-devious-lady/</link><description><![CDATA[<p>
	<strong>Selling flowers for profit and pleasure*</strong></p><p></p>


<p>
	<em>*pleasure contingent on your liking this kind of treatment</em></p><p></p>


<p>
	</p><p> </p>


<p>
	Long time ago there was a thread about supposed “weak girl” play style. It had lots of good modding suggestions, but the problem as usual is that everyone seems to have a different idea as to what “weak girl” even means. Some people apparently want a sort of misery simulator or one way trip into depravity. </p><p></p>


<p>
	</p><p> </p>


<p>
	I personally understand “weak girl” concept as a valid way to play the game (Skyrim that is) by non-traditional means. A character that is too weak to take the dragons, civil war and stuff head on, but fully capable of dispatching them via hired swords (who may or may not be devious followers), backstabbing, theft, etc. </p><p></p>


<p>
	</p><p> </p>


<p>
	I particularly like the idea of disabling the standard way of levelling and replacing it with money as a substitute to generic XP typical for other RPGs, which allows you to hire mercenaries to fight for you or to boost your own skills before engaging into otherwise suicidal combat. But this in turn means that we need a sustainable way to earn money that preferably does not boil down to low impact grind of 40 gp at a time.</p><p></p>


<p>
	</p><p> </p>


<p>
	Let’s see if we can make meaningful controllable risk / proportional reward gameplay out of something as mundane as peddling the most basic of goods.</p><p></p>


<p>
	</p><p> </p>


<p>
	Step 1. Collect flowers. Vanilla game has dozen or so plants that qualify as flowers. Throw in DCL/FMEA/bandits as you see fit, but generally Helgen to Riverwood run should not be a death march.</p><p></p>


<p>
	Step 2. Approach an NPC. We classify them as Paupers (non-customers), Commoners, Bourgeoisie and Nobility. For this job you need to look decent: clean, no weapons or armor in sight, no slut clothes, no humiliating DDs, definitely no parasites, cum or signs of substance abuse on your face. High-class customers have additional requirements (more expensive clothes etc).</p><p></p>


<p>
	3. Step 3. Bouquet making minigame. The NPC has 3 flowers and some small number X (not necessarily greater than 3) on their mind. You offer some of the flowers in your inventory, one of each kind. If you overshoot X – you’re busted and in trouble. Otherwise you sell your flowers at base price + markup defined by your customer’s class. There is also exponential premium for each flower that you guessed right, and also if you offer exactly X flowers. Depth of you trouble if you bust also depends on customer’s class. Regardless of the result, the NPC goes into cooldown for 20 hours.</p><p></p>


<p>
	</p><p> </p>


<p>
	It is always safe to sell one flower, but most of the time it only yields chum change. If you’re willing to take risks however you can make hundreds on a single customer.</p><p></p>


<p>
	</p><p> </p>


<p>
	Casino-like minigame will only get you so far, so let’s expand on that. We can add some Speech-based minigame that allows you to get some insight as to what X or bingo flowers are. But that one itself is risky because nobody likes inquisitive flower girls. We can also throw in some lore considerations. E.g. if you’re selling near a temple flowers related to that deity are more likely to bingo. That is the stuff you’re supposed to learn within the game.</p><p></p>


<p>
	</p><p> </p>


<p>
	Now, how do we tie this basic game mechanics into the larger game? Think: as a stereotypical weak girl, what do you miss the most? Poisons, of course - THE feminine weapon of choice since the ancient times. Lace drinks in a tavern, kill NPC via pickpocket and so on. Obviously we need real shit, not the underwhelming vanilla nonsense. And it needs to be obtained in a way than circumvents the vanilla alchemy so as to keep FMEA away - but still require the player to pick flowers.</p><p></p>


<p>
	</p><p> </p>


<p>
	So, meet our devious mistress: Angeline Morrard. Why Solitude? Well, it does not have the insane script load of heavily modded Whiterun, but has abundant flowers in and right next to it (important for the early game) and big enough market, including the Blue Palace crowd. In order to sell flowers you need to be formally employed.</p><p></p>


<p>
	</p><p> </p>


<p>
	Mechanically she is a sort of devious non-follower, if you will. The goal is to both satiate her greed (meet daily quotas and whatnot) and to earn her trust. Expect completely unjustified (you were not scamming on the nice lady, were you?) feats of paranoia, punishment if the customers complain, possible indenture if you underperform. But if you get on her good side she will teach you the ropes, including poison making. </p><p></p>


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	</p><p> </p>]]></description><guid isPermaLink="false">11050</guid><pubDate>Mon, 04 May 2020 22:32:06 +0000</pubDate></item></channel></rss>
