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Punishment and Reward


Lupine00

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I originally thought I'd write about ideas for punishing or rewarding the player, but the question of what a "player reward" looks like turns out to be complicated.

 

Recently, in a long post on the SexLab Survival forum, addressing amputation mechanics, I alluded to an "iceberg" that amputation mechanics were the tip of, but I never explained what iceberg I had in mind. The broader topic of punishment and reward mechanics was what I was referring to.

 

On reflection calling it an iceberg doesn't do it justice.

 

For brevity in future, we need a jargon term to describe the general class of mods I'm talking about. Some can probably guess right away: slavery mods, combat defeat outcomes, "sexist" mods that create continual penalties and hazards on female characters, with an emphasis on the sex part, and other disparity mods that try to create varying experiences for the PC, from pregnancy to running a brothel. The PC doesn't have to be female, but usually is. There's also usually some kind of intentional conflict between a submissive role being imposed on them, and the tasks that vanilla Skyrim makes available (or requires to progress).

 

I'm going to call this very broad category "oppressive" mods. Oppressive mods all have significant capacity to punish the PC.

 

 

 

Punishment and reward are at the heart of so many LL mods, particularly those with an emphasis on slavery, combat defeat, or bondage games.

In short, oppressive mods are about punishment and reward.

 

Punishment and reward are also at the heart of why so many of these mods don't work well together and why authors aren't inspired to make them work well together.

I will present an argument for why this is so.

 

I suspect that conflicts between punishment and reward are also the underlying reason for many players ultimately getting tired of this kind of mod and turning away from it. They're certainly the cause of many frustrations.

I will also try to argue why this is not simply an arbitrary claim.

 

 

Bondage and slavery mechanics add new and exciting ways to punish and reward the PC. Isn't that fun?

You may ask, "Why is there a problem?"

 

 

 

Let's take a step back...

Player character punishments and rewards are NOT player punishments and rewards

 

 

There are two ways of looking at punishment and reward, we can look at them impacting the PC - the character - or we can look at how they impact the player. The two are different things; potentially a world apart and often in direct conflict with each other.

 

For example, the player fails at combat and the PC is defeated. DCL combat defeat is enabled. The PC is raped (brutal punishment for the PC, but amusement for the player) and then gear may be taken (punishment for both PC and player), and the character may be teleported to some annoying place (punishment for both PC and player), and they may be left wearing devices (punishment mainly for the PC, because the player might enjoy this quite a bit).

 

 

In oppressive mods, there are many events that take place that are horrible for the PC, but amusing for the player. The kennel in SexLab Survival is a good example of the contrast, the conflict, and the confusion. It's typically an amusing event for the player, but it may well be awful for the poor PC. Unless she is deep into SLS cum-addiction, there is no upside for the PC to be raped by the kennel-keeper or his pets, and she probably isn't going to get a good night's sleep.

 

SLS is a great example of how things get complicated and ambiguous. Is being forced to drink cum a good thing or a bad thing? In SLS, is shifts from one to the other as the addiction increases and it becomes necessary to satisfy it. The player has limited options to prevent the onset of the addiction. Self-gagging might help a little, but it comes with numerous down-sides. The player's reaction to cum-addiction may vary considerably with where they are in their game. At early stages they may seek it out, but at later stages it may start to become a tiresome annoyance.

 

Not only do different mods have different ideas of what events are good or bad for the PC, but the same mod may change its idea as play progresses.

 

The player's idea of what is entertaining remains relatively constant, unless they're over-exposed to a repetitive event that turns what was once amusing into fatiguing boredom. Even this isn't a solid rule. As noted above, the player tends to start to drift away from the oppressive content as their character levels up, and clearing vanilla content (or vanilla-like content) often becomes more of a priority.

 

One thing that's deeply lacking in the majority of mods is any kind of alignment between PC and player punishment and reward. Combat defeat mods are supposed to be punishing the player, but often what they're offering is a lot of sex scenes - which players may find rewarding unless they grow boring - and it's only the character that is getting punished. Even when the PC's items are taken away, the player suffers a great deal less than the PC.

 

And what is the point of putting mechanics into mods that are intentionally boring? Even in a combat defeat mod? There is limited scope to punish the player, and such an approach needs to be used sparingly if players are not to grow disinterested. A certain amount of peril increases excitement, but inevitable failure and punishment are simply annoying and frustrating.

 

 

To what extent are modders thinking about their mechanics in these terms? Are they considering the difference between PC punishment/reward vs player punishment/reward?

 

Some may be doing this, but I suspect that most have not crystallized that distinction clearly in their minds (until reading this?) There's no doubt that modders are trying to create mechanics that are consistently fun for the player, but the design of existing mods and the way that their authors write about them suggests that they conflate almost everything their mod does with an attempt to deliver player reward, even if it's indirectly. For example, SLS amputations are, to in part, an attempt simply to deliver more excuses for kinky animal sex with a kind of sexual frisson from the underlying reluctance.

 

Only combat defeat mods have reason to seriously consider the topic of player punishment, which they deliver via a very limited toolkit: item theft, disruptive teleportation, and various other annoyances that amount to time-sinks. SD+, if considered as a combat defeat outcome, consists almost entirely of extremely tiresome time-sinking.

 

SexLab Adventures (seems to evidence thinking that the bounties for doing forbidden things are a punishment for both the player and the PC, but in practice they punish the PC far more than they punish the player. The player doesn't set up punishing bounties unless they think they are going to be fun somehow.

 

Loss of time is really the only punishment that can be inflicted on the player, and all other punishments are just indirect routes to this.

 

The things that are lost can almost always be regained with sufficient effort. Whether the PC is being robbed, fined, sent to an inconvenient location, locked in a cell, or chain-raped for two real hours straight, it's all just something that soaks up the player's time in a way that doesn't seem to offer any kind of satisfying progress. In some extreme cases, the punishment takes away from past progress. To what extent the player is genuinely troubled is another matter. After all, they are installing these mods because they like them, and as often as not, they rather enjoy having PoP suck up hours of play while their character is dragged around the countryside on a leash by NPCs who path badly and frequently get stuck.

 

Even when things the player has struggled for are taken away - fancy armors, money, titles, reputation, NPC relationships, levels or skills - it usually comes down to a measurement of time invested that was lost. The things themselves can always be replaced with other things, given more time.

 

 

What is Player Character Reward or Punishment?

 

How can a collection of data in your computer be punished or rewarded? Is it punishment when her simulation values are modified in a non-advantageous way? I don't believe so. That sort of thinking is nonsense with no reference point or connection to any meaningful context. Reducing the PC's health value is a negative simulation outcome, but without assigning a meaning to it, it is neither punishment or reward.

 

Only the player can assign meaning to these events. Does that mean that there's no such thing as PC punishment or reward?

 

The reference for what is a punishment for the PC is always the story of the PC. There are events that she, as a story character, is supposed to enjoy, and events she is supposed to hate. The player (whether they intend to or not) to some extent cannot help but have some empathy with the human-looking graphic on their screen. She is not just there to create a pornographic visual; if that were the aim then why play Skyrim at all? You could just run SexLab animations in a loop, and a SexLab theater would be the most popular mod around. Instead, there is only modest interest in such mods, and most of that is from people who really are only interested in screen archery - and many of those are still telling stories!

 

However, player empathy with the PC doesn't mean that they player feels misery when the PC is imagined to feel it. Often the PC relishes the horrors inflicted upon their character. There are many reasons for this, but they are topics applicable to media in general, and not Skyrim oppression mods in general.

 

Nevertheless, the determinant of PC punishment or reward is simply the resulting story that the player creates in their head to explain the events and how the character reacts to them.

 

 

So what's the problem with any of that?

 

The lack of alignment between PC and player punishment and reward leads to a weak and uninvolving experience, shallow immersion, and incoherent story events.

 

Take an example of the PC developing a sex-addiction. This might be simulated as a constantly high arousal value which either doesn't decrease after sex, or doesn't decrease much, and can only be reduced by extreme sexual encounters, or a fast increase in arousal whenever it's low, or both these approaches. In addition, one or more mods may impose stat or XP penalties for this continuing high arousal state. Such additions are generally seen as improving the simulation.

 

In addition, the constant sex events may lead to Wear&Tear on the PC, with additional penalties as a result, again this is seen as an improvement in the simulation.

 

XP penalties are supposed to be a punishment for the player, but they are an ineffectual one because leveling in Skyrim is not terribly important for the player.

The stat penalties are inconvenient, and quite likely to involve movement speed or something else that mildly irritates the player, but in many cases may not even be noticed, and may very likely be drowned out by some other mod doing something completely unrelated (needs mod tiredness, for example).

 

 

The issue here is that a sex-addicted PC is supposed to long for orgasms, but getting them makes almost no difference to the PC or to the player.

 

There is no alignment between the supposed situation - the story you're creating in your head - and the game events. Instead we have a questionable simulation of sex-addiction, with mechanics that are inspired by the simulation concepts. Various conflicting outcomes follow from the simulation, which itself is the product of multiple mods that were not written to produce any single clear outcome or with any special intent - they are essentially simulation rules - they are devoid of any compelling story.

 

We're supposed to believe that the PC is constantly distracted by her desire, leading to impaired learning. If there's a Wear&Tear mod, we are also (probably) supposed to understand that the PC is physically (and magically) impaired by pain resulting from past sexual activities and abuse.

 

None of this simulation exists, or makes any sense in the context of vanilla Skyrim, where healing spells and potions cure sword cuts and simple praying cures diseases.

 

Some players struggle with the contradictions, and add more mods in an attempt to resolve them: needs mods with harsh diseases, limitations on potions, or potion consumption, limitations on healing capacity and PC recovery, wounds mods that create lasting effects for combat injuries that can't simply be healed away. It's more complexity and more mods to solve a problem that was created by the original mod setting up a questionable simulation that was at odds with vanilla Skyrim.

 

 

Players typically take the position that vanilla Skyrim is inadequate to support and enhance their fantasies for the PC, so they impose extra perils and dangers upon her. She needs warm clothes and fires, she needs to eat and drink, she needs to get a good night's sleep, she needs to pee (and fart!)... it doesn't stop there... she needs to sleep in comfy clothes, she she needs to eat good food, she gets tired of camping, and she gets hurt and penalized by ... just about everything. Players add mods where the PC can get pregnant, or seems to easily submit to forced sex, mods where she can resist forced sex up to a point, they add mods where everyone wants to enslave and sell her, mods where she can be auctioned, mods where she is hurt by sex, and mods where she becomes addicted to it, or to sex with animals. There are even mods where you can become inseminated with GEMS by animals and give birth to ROCKS! And of course they add mods that tie her up. Lots and lots of those. I could digress into a discussion of what this means about the female gender role in society, but that sounds hazardously close to politics. 

 

The point is that the simulation rules we apply to the PC get ever more complex and perilous. They are profoundly weighted in favor of punishing, humiliating and terrorizing the poor PC. If there is something she is ever allowed to enjoy, you can be almost certain that it's some kind of destructive addiction or submissive mental break.

 

This is where player frustration can set in. A player initially believes that modding can deliver new and surprising experiences in their game. As time goes by, modding becomes more of a struggle to balance the conflicting ideas of reward and punishment in the web of mods that they've installed, or simply to get some beloved feature to work as they want it to. Frustration and exhaustion, combined with a loss of belief in the idea that oppressive punishment-oriented mods can deliver any substantially new content leads them to look to other genres, or to abandon the undertaking completely.

 

There's a real shortage of mods that emphasize PC enjoyment, fun or satisfaction. There is no mod where eating cakes gives the PC more happiness. There is no mod where she will pay a fortune to taste chocolate but not be addicted to it like a drug. There is no mod where she enjoys a smile from a child. I guess the majority of players don't want these things in their game for some reason. This isn't some political comment. It's just that game design has conventionally always been about peril and punishment, with the reward being from overcoming those hazards ... but there are games (like Candy Crush) that are composed only of rewards, albeit weak ones.

 

Problematic conflicts arise because each mod is trying to guess how their user-base feels about a certain scenario, and to provide events that are titillating. Each one envisages a slightly different scenario for the PC, then (usually) tries to produce it indirectly through simulation rules. Mods that are direct about the outcomes they want are less common, but the root conflicts begin with the stories. As the intended outcomes (stories) conflict, the simulation rules also interact at cross-purposes. There's no clear direction. Even if these mods can interoperate what would that interoperation look like when they have disparate concepts of a proper outcome?

 

Players tweak mods, put mods in, take mods out, and post on forums, over and over, seeking changes of one kind or another, so that they can get the outcome they imagine as perfect. However, for every modder there are numerous players (even for unpopular mods) who all have slightly different ideas in their heads. With only one modder and all those players, any mod can only please each player a certain amount, and the modder may not be pleased with what they delivered either. (I know I am never satisfied with what I make). Even among the most eager fans of a mod, there are different story expectations.

 

 

Conflicts Everywhere

 

The conflicts are not only between the mods and vanilla, but between each mod. These conflicts flow directly from different concepts of what is a player or PC punishment or reward. It's inevitably the case that two mods get in a fight over some stat that they both want to change in opposing ways, or some situation or scenario that they want to resolve in profoundly different ways.

 

Superficially, Estrus Chaurus (EC+) appears to be punishing the PC for sex with chaurus monsters, or from picking flowers, or (if you have certain patches or extensions) from collecting chaurus eggs. Of course that's not its true purpose. Its core reason for existence is to amuse the player with tentacle-sex and violation fantasies, then to pile a body-modification fetish on top of it, allowing the player to view their character distorted with huge breasts and belly due to a foul "pregnancy", a parasite infestation that can easily end in a horrid mess of skittering creatures.

 

EC+ punishes the PC but rewards the player. Its pregnancies conflict awkwardly with other pregnancy mods (which have equally complex internal intentions), including combat defeat mods. The EC+ encumbered PC is weakened in combat, suffers additional defeats, and additional indignities, but we're now slipping into territory where the player is ostensibly to be punished for letting their character become inflated with alien eggs to the point that she can barely waddle along.

 

This is a recurring pattern. A mod that offers player entertainment also adds penalties to the PC, and other mods interpret those penalties as an intent to punish the player. And in some cases, they act on that intent, amplifying the "punishment", or attempting to counteract of moderate it. The different mods had different outcomes in mind. EC+ seems to think that the pregnancy is more or less the end of the problem, but don't get caught too often or you'll end up inflated for good. OTOH, DiD thinks that tentacle-sex is both a way to lose trauma and also to gain it. I can't figure out what DiD's overall expected outcome is, but it's clearly different to the original intent of EC+ otherwise it wouldn't need to add any new simulation rules.

 

The first problem is that mod X has no way to tell whether the things mod Y were done to amuse the PC, or are supposed to be some kind of disincentive.

The second problem is that mod X and mod Y almost certainly have a different outcome in mind, even given the same set of preconditions.

 

Returning to the EC+ example, the mod itself is also internally conflicted. It does things that please the player, while also doing things to annoy them (such adding little scuttling creatures to areas). Of course, the player can control some of these decisions, but the player was always controlling them, from the very point that they installed EC+ they were superficially in control. However, because mods rarely deliver a coherent experience to the player, we see, again and again, the addition of more and more mods trying to resolve a nest of conflicts that can only grow as a result of this approach - and I don't mean script or ESP conflicts, but gameplay experience and immersion conflicts - it's a way of modding that creates an endless appetite for more and more mods and features.

 

Another conflict is that players wish to surrender control, while at the same time exercising it. They choose to add a mod that does things to the PC, but want to feel that the outcomes are beyond their control, or at least beyond the PC's control. They want the story of helplessness, or struggle. They want story events to take them by surprise ... but not too much surprise. They chose the mods they put in their game, and chose how to configure them, but then they want to play within the limits they've created for themselves, with the perils they have so carefully prepared.

 

This is a conflict over control rather than reward and punishment, but it manifests as reward and punishment. When mods go off the rails and break the game, or simply send it in an unwanted direction, the player (as well as the PC) is punished. Often enough, total success for the PC ends up being seen as failure by the player. Again, the mods didn't do the intended job.

 

 

Is Coherence Possible? (And would we want it?)

 

Is it even technically possible to create coherence between the PC experience and the player experience? Would this be better or worse?

It is possible for mods to agree on the nature of an experience, so they all augment it, instead of breaking it?

 

Now we're into more difficult territory. It took until now to crystallize the true nature of this problem, and I imagine that many readers are still not at all convinced there's anything here but a confusing web of points that they feel they have easy counter-arguments to. It's not easy to explain the network of ideas and realizations that have brought me to write this, and it will be a journey of its own for me to learn how to express those ideas clearly and succinctly. For now, the ideas are present, but they're still new. There's scope to improve and refine them, and even more scope to improve how to describe them.

 

But returning to the question at hand, I can offer some examples.

 

In the case of sex addiction, what if the player received increasing rewards for orgasms? The more extreme the addiction, or the longer the period of denial, the greater the player reward would be. Pay attention here, I'm talking about player reward, not PC reward. This could be applied to any addiction mechanic, but its most notable for sex-addiction, because orgasms are rarely a reward, even for the PC (not the player); instead loss of arousal is the reward, if it's even granted, and who that reward is aimed at is ambiguous. Is it the player, who is happy that her character is now better able to function? Or is it the PC, who is supposed to relish the reduction in danger that the sexual-satisfaction leads to? Or (as I suspect) some combination of the two. 

 

In the case of combat defeat, can we genuinely punish the player for losing? 

 

In the case of being caught without a license in SexLab Survival (SLS), there's a conflicted message. The player is supposed to be punished by losing access to items and abilities, but they may also be enjoying the peril that their character has been placed into. They may well get considerable enjoyment from their character being placed in punishment devices that are clearly intended to be a (story) punishment for the PC.

 

What if the sexist problems imposed by SLS were entirely punishing for the player, and overcoming them entirely rewarding? Is that even possible?

 

One thing is for sure, a mod that has an alignment between PC reward and player reward would be unlike the majority of mods we see, which have almost no consideration of PC reward, and are composed almost entirely of PC punishment.

 

 

Would alignment in PC and player reward help align mods together? I think it would, up to a point, because it immediately becomes clear what is supposed to be a player reward or punishment. In current mods, two mods that disagree are both trying to deliver player reward (and PC punishment).

 

It's impossible to intuit which player punishments are supposed to be producing player enjoyment, and which are trying to be player punishments.

 

But if the punishment and reward are simplistically objective, it's easier to get alignment between mods.

 

For example, Deviously Enchanted Chests likes to put the PC into bondage gear.

While this is somewhat a reward for the player, it's substantially supposed to be a punishment.

The goal is (ostensibly) to get out of the bondage gear as quickly as possible and return to business as usual.

 

Devious Training tries to mitigate the penalties of being in bondage gear long-term, while adding extra visual rewards (for body modification fetishists anyway).

It's a given you won't install DT unless you like the modification part, but the penalty mitigation is a bonus player reward.

 

DT is at odds with DEC in some areas, aligned in others.

 

However, if we have an objective way to know whether the PC likes being bound ... if the PC's rewards are aligned with the player's, then we also know whether the player wants the PC to be bound.

 

Given this data, a bondage mod no longer needs to guess what to do. The player wants mechanics that make being bound rewarding.

 

 

So, there's a light at the end of the tunnel ... we can potentially solve some problems by using data about the PC, or the player, and if we put the two into alignment we can create novel experiences, align mods together better, and store less data.

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7 hours ago, legraf said:

Reminiscing about happy events is something I consider "fun".  Isn't it?  What basis do you have for defining "fun" so narrowly?  Or would you rather qualify which activities were intended within the scope of your definition, to rule out recollection as well?

In the discussion about computer game design I have provided - surprise! - a definition of fun as applicable to playing such game and nothing else really. In particular, a computer game is unable to address any happy events of your IRL past so as to enable you to reminisce about them. You would need entirely different media for that.

 

My definition is of course - and as I clearly stated - simplified. One can only put so much sense into a one-liner. Why did you feel the urge to be harsh about it is beyond me.

 

7 hours ago, legraf said:

If trying to facilitate understanding, I'd think trying for a shared definition consistent with what has come before it in this thread would be better than trying to impose a definition that looks - to me - inconsistent with how the terms are being used in the thread's title. 

More importantly, it is consistent with the rest of the thread. That establishes - repeatedly and at great length - why targeted player's behavior is essential element of this definition. That is, if you share the goal to clearly separate potentially workable game mechanics from ones that need to be eliminated.

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11 hours ago, Lupine00 said:

Your definition appears excessively narrow, but we're close enough on the same page to make digging into that unnecessary.

I guess the issue you are having is with the word "puzzle", which in this definition is much broader than people usually understand it. But I propose we address this later.

11 hours ago, Lupine00 said:

The goal is domain language that maps to useful abstractions.

It is easier to develop such language with a particular example in mind. Like that addiction mod you mention below - shall we try to strip it into basic elements?

11 hours ago, Lupine00 said:

I suspect the ability to fail was (effectively) removed because playing against time limits turned out to be frustrating and felt random, especially for players who were inattentive to their time-scale setting.

Yes, the "rules of engagement" need to be clearly inferable from the game itself, not from the mod description.

 

--------------------

 

With respect to what you wrote about the paradox. I believe we can rephrase it as follows.

 

Many fetishes feature an internal conflict, and are in fact fueled by it. ENF is one of those. Some players are aware of this conflict and want to watch PC struggle with it, therefore the narrative PoV should be put into PC's head. Other players prefer to experience this conflict subconsciously, in which case the PoV should be left inside the player's head.

 

The equivalent of this in literary works would be first-person versus third-person narration.

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Maybe the key to punishing would lie in rewarding the player for enduring the punishment. For example, in "Kenshi" you gain toughness each time you get beaten up. So even if you get enslaved, you come out stronger for it. Thus the player is encouraged to adapt to the situation rather than reload when the PC gets enslaved.

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14 minutes ago, Sidewasy said:

Maybe the key to punishing would lie in rewarding the player for enduring the punishment. For example, in "Kenshi" you gain toughness each time you get beaten up. So even if you get enslaved, you come out stronger for it. Thus the player is encouraged to adapt to the situation rather than reload when the PC gets enslaved.

?

 IF the enslavement of the PC also includes some punishment for the player, then the key is for the mod authors to consciously ask themselves "What are we punishing the player for?" Or, if you prefer more generic terminology, "What are we trying to condition our player into?" The answers may vary from "Do not get enslaved, it sucks" to "Hurry up and get your PC enslaved, it's fun to watch". The recipe for a coherent mod is not to get these messages accidentally mixed.

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3 hours ago, cat013 said:

The recipe for a coherent mod is not to get these messages accidentally mixed.

The usual cause of mods having a confused design is starting with an idea based on trying to simulate some fictional event in the mistaken belief that setting up rules will naturally create a sandbox where the event makes sense.

 

Perhaps you could make a game like that from scratch, by carefully selecting the sandbox rules, but it doesn't work in Skyrim, because the base simulation design was never intended to support most of the ideas people are trying to fit into it, and different mods have inserted conflicting simulation rules.

 

Which is not to say that simulation-driven thinking is the only cause of mods that are internally conflicted.

 

We also have the issue of mods that are conflicting with other mods, or the vanilla game in terms of these intents. It's possible for a mod to be coherent until you add some other mod, and then everything gets broken.

 

The point raised by Sidewasy:

4 hours ago, Sidewasy said:

Maybe the key to punishing would lie in rewarding the player for enduring the punishment.

This has already been noted as a design strategy for making PC punishments not be player punishments, but in practice, if you have a slavery mod that is incredibly tedious, even if the PC gets some advancement due to enduring it, the player still won't consider it worthwhile, and may feel even more frustrated that they've been given a "grind" mechanic.

 

This is one way that grind mechanics get introduced into games, with the designer thinking they're solving a problem.

Rewarding the player for enduring boredom rarely fixes anything, it just creates a new problem: now enduring boredom is incentivized.

It's better not to create the boredom in the first place, or to find ways to fix it once identified.

 

But that's not to say that the problem that Sidewasy was alluding to would necessarily be boredom; that's just where my mind jumped to as soon as he used the trigger word "enslaved".

Given the rest of that example, the primary punishment might be having all your gear taken, and gaining sexual W&T due to defeat, and that could lead to increasing a toughness perk that helps resist gaining sexual W&T and defeat generally (adds bonus health?)

 

Troubles of Heroine has some perks like this, but they are binaries; you either have them or you don't, you can't increase them. They work, in that the player feels that they at least got something in return for the relationship ranks they gave up, etc.

 

 

If an event is fun for the player, but highly punishing for the PC... It's probably just a cause of minor dissonance, unless simulation-thinking leads to the player getting a punishment too; at that point it goes from dissonant to conflicted and annoying.

 

If we want to talk about concrete examples, SD+ is the obvious case here. It's a complex mod with complex problems, and you could spend a long time breaking it down.

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16 hours ago, Lupine00 said:

If we want to talk about concrete examples, SD+ is the obvious case here. It's a complex mod with complex problems, and you could spend a long time breaking it down.

SD is a behemoth. Taking it as a study example is like signing up for NASCAR instead of driver ed class.

 

But okay.  Do you know what story it was supposed to tell? Because I was never able to figure that out. "Slowly gain your master's trust and use it to escape, except you cannot really escape" - am I missing something?

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On 8/6/2020 at 4:55 AM, Lupine00 said:

I was deeply unhappy with mods that just change invisible numbers. So I made one...

 

Actually, SLD wasn't built to do that. I made it with the intent of being able to replace DD hobble-dress and slave-boot slow-down mechanics with stumbling, tripping and falling that could cause health and stamina damage. Those are entirely visual effects.

Ooh, though it's not strictly on-topic I have to mention that.  Stumble-trip-fall (and with very low odds, rape) in SLD are why I installed it and the main reason I continue to use it, though of course I've tinkered with various stat modifiers too since it's already there, and restricting slowdown is invisibly improving my experience quite a bit.  But, thank you for these visual cues - it may be scratching the surface, but it still feels like a big step in the right direction, just because so little other progress is made - and many mods that try to provide such effects come with too much mandatory baggage.  It also doesn't help that Skyrim doesn't handle animation conflicts well at all.

 

 

On 8/6/2020 at 4:55 AM, Lupine00 said:

I'd like to add more visual thing, blood, dirt, blackouts, even node changes (though this has problems) and more animations that it can play - that the player can choose and configure - but that's all basically sky-pie for now, as I'm bogged down doing half an hour at DF every other night, chipping away at the way that deal mechanics and dialogs are excessively bound together.

Yes, I can't complain when you're doing such yeoman work on DF.  And this is why we need clone-Lupine00, so fixing one thing doesn't delay improving another.  Unless... you're one of those who sleeps for hours?  Unproductive!

 

 

On 8/6/2020 at 4:55 AM, Lupine00 said:

Even if the PC has been raped on several occasions, it's not something that can simply be coped with and moved past. We know from victim reports that people who are serially abused tend to shut down all emotional response as a kind of survival strategy. Some kill themselves eventually, but many manage to go on, haunted by what occurred, and they are most troubled when they find themselves reliving the traumatic experiences in flashbacks they cannot prevent.

 

Which is a long-winded way of saying, you know your PC ought to suffer some impact from this.  You don't need to read about how people respond to trauma and violence to know this. But you also know that after the stat-cycle has played out, all the PC will be left with is slightly larger boobs unless you choose to play them differently. Even if you aren't thinking this consciously, some part of your brain is processing it, and doing something with the information.

 

Vanilla Skyrim is a sequence of triumphs and successes, punctuated by the occasional reload. There is no trauma, no experience that you don't immediately put in its place as just another prelude to your inevitable victory.

 

Skyrim with oppressive mods is not necessarily like that. It creates complications that aren't easily resolved. Players seek resolution through various means. Some will go on a forum and ask for a new slider, others will remove the mod, and others will be disappointed when the next plant harvesting spree doesn't achieve tentacle-based results. That's no single way people will respond to it, if they respond at all.

Hrm.  I'm not entirely sure what to do with this.  A couple of obvious things: this is surely an area where we wouldn't want too much alignment between player & PC experiences, and I am quite sure most players want the PC response to be extremely unrealistic (leaving aside the wide real-world variability in responses).  I'm talking about "simple" rape, but the same applies to the tentacle-rape example this quote was excised from, where "realism" is more slippery.  Few want the stereotypical trauma-response - nor do I want to normalize the already-too-prevalent view that rape survivors should react in a certain way because it's "normal".  But that caveat aside, sticking with the game, many players want some lingering effect, and quite possibly want to be able to tune that effect, or at least know which effect they are likely to see so they can choose an appropriate mod for their own experience.

 

Consequence mods, including the lingering-consequence part of oppressive mods, are clearly trying to shape the game to reflect this PC experience, which makes it easier to keep up the roleplay fiction.  So, an attempt to give the player a better experience, exactly.  Your 4th quoted paragraph then, comes off as oddly pessimistic.  You mainly seem to be saying that players want these effects, but get frustrated by them and subvert them.  Obviously, but unspoken here is that much of the time (we have to assume) many players are in fact appreciating these effects and playing with them uncomplainingly.  Those complications are exactly what those players want to see - though of course they complain when the complications make no sense, don't interface properly with NPCs, or are just broken.  Or, and maybe this is your point, when they make "playing the game" too hard - even when this is arguably exactly what should happen in some cases... again, too much realism can't be the goal.  We want "fantasy realism", and for that there ought to be consequences - I think this might be best achieved with choosable "consequence mods" that are separate from the triggering "event mods" (back to SLD!), but that's irrelevant for the general discussion.

 

Consequence mods are an attempt to create the consonance between player & PC experience that you are advocating.  They just shouldn't be more than minimally player-punishing, or perhaps a bit more player-punishing if that's what the player actually wants I suppose.

 

I will, just out of the blue, mention that a "fear" mechanic would be a lovely consequence for SLD to consider, as I mentioned many months ago - bad experiences with trolls, let's say, leading to "debuffs" when spotting another troll.  Of course, on top of the debuff I'd like there to be the sound of rapid breathing, some sort of "oh no, a troll" cue, and a current fed back through the mouse so the player feels an uncomfortable tingle.  :)  I know you're busy.  Next week is fine.

 

 

On 8/6/2020 at 4:55 AM, Lupine00 said:

Reader of novels and watchers of movies have well established language to describe the kinds of product they like, and why they didn't like them. Gamers less so, and players of extremely-niche fantasy sex games, even less so. Dissonance is the squirm factor you get when you find the game presenting you with situations where two contradictory things appear to be true. This happens often when a mod is giving us stuff we like, but making the PC pay for it in ways that may also irritate the player, by simulating some ill-effect.

This does make sense to me ... and the key that I think everyone agrees on is "not irritating the player".  So PC-punishing consequences should be designed with this in mind, 100% agreed.

 

 

On 8/6/2020 at 9:29 AM, cat013 said:

In the discussion about computer game design I have provided - surprise! - a definition of fun as applicable to playing such game and nothing else really. In particular, a computer game is unable to address any happy events of your IRL past so as to enable you to reminisce about them. You would need entirely different media for that.

 

My definition is of course - and as I clearly stated - simplified. One can only put so much sense into a one-liner. Why did you feel the urge to be harsh about it is beyond me.

 

More importantly, it is consistent with the rest of the thread. That establishes - repeatedly and at great length - why targeted player's behavior is essential element of this definition. That is, if you share the goal to clearly separate potentially workable game mechanics from ones that need to be eliminated.

cat013, the reason I'm harping on this is because I also agree that definitions are important for productive discussion.  And I find your definitions unsatisfactory in the context of this thread - you didn't think they were perfect and beyond discussion, did you?  I didn't intend to be harsh in my first response - I was incredulous and very much in disagreement, but the tone you saw wasn't what I intended.  The second response was deliberately snippy, however - I had my back up.  I apologize for that, and for writing in a way that was harsh.  But I hope you are prepared to have your ideas attacked when there is disagreement, because there's a little more of that following.

 

Two (last? but not short) things then:

Your "fun" definition still doesn't work, even in the context of a computer game, even in the context of Skyrim alone.  There are many "fun" events in Skyrim that aren't about pattern-recognition or puzzle-solving.  You haven't justified this definition, but merely stated it and denied the validity of my objections... I would say by moving the goalposts, but that is irrelevent to my point.  To use a Skyrim example, some people find PoP fun.  Some people find it "fun" to watch their character suspended by tentacles after triggering a trap.  Your definition would claim that these are only "fun", I assume, because the player can try to avoid these circumstances, and that's the "fun" part.  But I claim that this is incorrect, and in my previous post gave numerous other unavoidable examples that some consider "fun".  The definition is too exclusive.  That doesn't mean that "avoiding bad consequences" isn't a puzzle that can be fun to solve, I'm sure I'm with you there.  But it's not appropriate to deny that there are other kinds of fun.

 

Interestingly (to me), while your definition of "fun" is now deliberately confined to its use in the context of this thread, I find your definitions of "reward" and "punishment" inappropriate and leading to confusion in this discussion precisely because they ignore that context, and impose more generic psychological definitions - I noted your mention of conditioning in your last response.  Your responses continue to assume that others are using "punish" in the sense that the goal of "punishing" mods is to change player behaviour - that the goal of EC+ is to reduce how often the player chooses to have the PC gather resources for instance.  As I said before, I don't accept that to be the case, nor do I think that's why players install the mod.  They install the mod because they want to add the occasional experience of tentacle-rape to their game - they want a "bad thing to happen to the PC" sometimes.  The way "punishment" and "reward" are used in this thread is independent of behaviour-modifying effects - those can be involved, but they are not necessarily connected, and so your definition unnecessarily forces the two together.

 

Particularly because "player punishment" and "PC punishment" are being used very intentionally and separately here, and the latter is an absurdity when the PC's behaviour is entirely determined by the player (with a few rare exceptions such as mandatory addiction behaviours), it seems obvious to me that Lupine00's use of "punishment" refers to some "negative effect on x" event as would be perceived by "x" (even if "x" is only a character).  Of course, as for so many things, Ambrose Bierce got it right:

 

Quote

Self-evident, adj. Evident to one’s self and to nobody else.

 

Anyway, it looks to me like you and Lupine00, while having some productive discussion, are also talking across each other, because you keep coming back to "what is the purpose of punishing the player", trapped by your restrictive definition that (I believe) Lupine00 is not using.  This is wasting effort.  All that is required is to strip out the behaviour-modifying baggage from your definition, and allow that characters can be rewarded and punished separately from the controlling player.  You can still talk about behaviour-modifying effects productively, but shouldn't assume that is what is intended by "reward" or "punishment" universally.  The fundamental problem, that mods accidentally, unintentionally, or unexpectedly punish the player remains worth discussing.

 

 

On 8/6/2020 at 11:00 AM, cat013 said:

Many fetishes feature an internal conflict, and are in fact fueled by it. ENF is one of those. Some players are aware of this conflict and want to watch PC struggle with it, therefore the narrative PoV should be put into PC's head. Other players prefer to experience this conflict subconsciously, in which case the PoV should be left inside the player's head.

I like this perspective - with, again, the modifier that ENF may but need not include that internal conflict.  Its presence is certainly an interesting aspect of some ENF - but what's presented here ends up being a false dichotomy, since some people (probably many who seek out photos/videos rather than stories, but some literary-ENF-lovers too) who are into "ENF" are all about the embarrassment, but not about the nude female being herself aroused or conflicted.

 

Legraf - crusading against overly-narrow definitions since 19xx.

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1 hour ago, legraf said:

But I hope you are prepared to have your ideas attacked when there is disagreement, because there's a little more of that following.

Fire away. I'm merely asking not to attack something I didn't really say.

1 hour ago, legraf said:

Your "fun" definition still doesn't work,

It's not mine. It is a basic scientific fact: what you perceive as "fun" is but a byproduct of big pattern recognition machine in your head. Mind you, not "all and every fun out there", but one particular kind of fun incident to playing a computer game. Note the operative word, because

1 hour ago, legraf said:

To use a Skyrim example, some people find PoP fun.  Some people find it "fun" to watch their character suspended by tentacles after triggering a trap.

many actually use Skyrim engine to watch CGI porn clips (aka machinima), such as PoP. Which also produces fun, but of entirely different kind.

 

The thing is, your observations are correct, but do not really advance us towards recipes for better games.

 

1 hour ago, legraf said:

Interestingly (to me), while your definition of "fun" is now deliberately confined to its use in the context of this thread, I find your definitions of "reward" and "punishment" inappropriate and leading to confusion in this discussion precisely because they ignore that context,

It is the other way around. "My" definition of fun is very generic, whereas "my" definition of reward/punishment is narrowly tailored to the discussion about how to design those. And of course this definition is not mine either (I'm a very unimaginative person).

Quote

re·ward /rəˈwôrd/ noun - a thing given in recognition of one's service, effort, or achievement.
pun·ish·ment /ˈpəniSHmənt/ noun - the infliction or imposition of a penalty as retribution for an offense.

It's just google. The idea of recognition/retribution is deeply ingrained in the entire Western culture.

2 hours ago, legraf said:

Your responses continue to assume that others are using "punish" in the sense that the goal of "punishing" mods is to change player behaviour - that the goal of EC+ is to reduce how often the player chooses to have the PC gather resources for instance. 

Not at all. Conditioning works regardless of the original intention. My problem with this whole thing is precisely the fact that most of the authors do not even consider what kinds of conditioning they are imposing on their players. And here we are, entirely surprised why their original design did not work the way they thought it would.

2 hours ago, legraf said:

As I said before, I don't accept that to be the case, nor do I think that's why players install the mod.  They install the mod because they want to add the occasional experience of tentacle-rape to their game - they want a "bad thing to happen to the PC" sometimes. 

Because the players are even better in consciously analyzing what's going on in the game than the mod authors. If only...

2 hours ago, legraf said:

Particularly because "player punishment" and "PC punishment" are being used very intentionally and separately here, and the latter is an absurdity when the PC's behaviour is entirely determined by the player

Yes, I already mentioned that the words "reward" and "punishment" should not be applied to whatever happens to the PC. They are meaningless and misleading in this case. Thank you for reiterating this very important point.

2 hours ago, legraf said:

it seems obvious to me that Lupine00's use of "punishment" refers to some "negative effect on x" event as would be perceived by "x" (even if "x" is only a character). 

Does it? Luckily, Lupine is right here. Let's ask him to repeat for the fifth time what he thinks about "something bad" just happening in the game versus "something bad" the player brought onto himself?

2 hours ago, legraf said:

you keep coming back to "what is the purpose of punishing the player", trapped by your restrictive definition

I keep coming back to "what is the purpose of this" before I do anything at all. Or propose to introduce anything at all into a game. Not really sure what am I trapped by. But I stipulate that I am very dull and boring person.

 

Cat013 - lonely and misunderstood since yesterday

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8 hours ago, cat013 said:

It's not mine. It is a basic scientific fact: what you perceive as "fun" is but a byproduct of big pattern recognition machine in your head. Mind you, not "all and every fun out there", but one particular kind of fun incident to playing a computer game. Note the operative word, because

many actually use Skyrim engine to watch CGI porn clips (aka machinima), such as PoP. Which also produces fun, but of entirely different kind.

My point is that the particular definition of "fun" you are trying to use - and that is what is happening here, it is not the only definition of "fun" that exists but one that you are choosing for this context - starts by excluding certain other types of fun ... which you at least do concede can exist in Skyrim, but it really feels like you think they don't count, somehow.  Because while enjoying watching a character fall down, we are not exactly "playing", apparently.  I believe this is shaping the dialogue in a certain, unnecessarily restrictive way, which also "does not advance us towards recipes for better games".  Restrictive definitions are helpful for their precision, but harmful when they close off thinking inappropriately and prematurely - that is what I am trying to forestall.  But you're right... this particular disagreement probably doesn't matter, because "fun" isn't really being discussed (yet), the way reward & punishment are.  So I'll drop this.

 

Quote

It is the other way around. "My" definition of fun is very generic, whereas "my" definition of reward/punishment is narrowly tailored to the discussion about how to design those.

Simply "no" - I said your definition of reward/punishment is ignoring how they are being used in this thread (except by you).  Yes, you are using them in discussing game design - but you are choosing definitions that do not agree with how the words have been used here.  So they surely are "narrowly tailored", but they are not tailored to the semantics of this thread.

 

Quote

Yes, I already mentioned that the words "reward" and "punishment" should not be applied to whatever happens to the PC. They are meaningless and misleading in this case. Thank you for reiterating this very important point.

Does it? Luckily, Lupine is right here. Let's ask him to repeat for the fifth time what he thinks about "something bad" just happening in the game versus "something bad" the player brought onto himself?

The "just happening" is not the issue - yes, I hold a different position than Lupine on this, surely.  That's a side-issue, or not an issue at all.  The crux of my too-lengthy post is: I'm trying to point out that the definitions you are choosing are not the ones used in this thread, generally.

 

Thank you for making my point.  Look back at the initial blog post that we are commenting on.  See how Lupine regularly uses the terms "PC reward" and "PC punishment", in contrast to player reward & punishment.  Those have meaning here ... yes, a meaning that doesn't fit with the dictionary definition of reward & punishment in some interpretations, but that is irrelevant to this discussion.  Any definition that doesn't fit with that post can't be the right definition for this discussion.

 

Lupine suggested at one point the terms "player dismay" and "player satisfaction", and perhaps those would be better, because they don't carry the same freight.  One could then talk about PC dismay & satisfaction, I guess... again just in terms of the narrative.  But it could improve the "fit" between your posts and Lupine's, since you both are contributing usefully to the discussion (in a way I'm not anymore), but your chosen definitions are getting in the way.  How can you possibly engage with questions of aligning PC and player "rewards" when you think only one of those exists?

 

Fortunately, a big part of the discussion really is just about player rewards & punishment, so your definitions work just fine for that.  But it's not the whole picture.

 

I'm very much enjoying the discussion, by the way, and I hope it leads somewhere fruitful.  I recognize my semantic obsession is getting increasingly distracting - and I doubt any repetition will suddenly become more convincing (maybe if I change fonts?) - so I'll let it go.

 

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12 hours ago, legraf said:

Your 4th quoted paragraph then, comes off as oddly pessimistic.  You mainly seem to be saying that players want these effects, but get frustrated by them and subvert them.  Obviously, but unspoken here is that much of the time (we have to assume) many players are in fact appreciating these effects and playing with them uncomplainingly.  Those complications are exactly what those players want to see - though of course they complain when the complications make no sense, don't interface properly with NPCs, or are just broken.

This is getting close to the heart of what set me to write about this in the first place.

 

Players add these mechanics because they want some part of them, but some other parts come along too.

It may be possible to disable them, but players may not realize at first that they will want to, or might feel like "cheats" if they do.

 

 

One player installs EC+ to watch tentacle rapes. Another installs EC+ to get infested with parasite eggs. Yet another installs it for boob inflation. And another player might install it because it fits with their "chaurus hive simulation".

 

There are a lot of reasons to install that mod, not infinite, but certainly enough to make it complicated, especially if you consider mixed motivations.

 

 

Because the ultimate outcomes are not all aligned, a player who adds the mod for one reason is more likely to be troubled by things that might be the "prime feature" for other players.

 

 

Returning to ideas about trauma and how this fits into dissonance...

12 hours ago, legraf said:

A couple of obvious things: this is surely an area where we wouldn't want too much alignment between player & PC experiences, and I am quite sure most players want the PC response to be extremely unrealistic (leaving aside the wide real-world variability in responses).

It's was effectively this same observation that started me thinking about this topic.

I went through several evolutions of the idea to get to my current thinking, and I don't think I'm exactly settled yet.

 

Players can't expect a realistic trauma experience, even if they want one. Even if that experience is confined to the PC, there is no way to implement it that would make much sense.

 

One approach, that has been tried in limited ways, is forced behaviors. DiD's trauma and addiction system is actually trying to deliver some kind of simulation of bad PC experiences.

 

I don't believe that any players are expecting player trauma as a result. Even if there are some tiny number of players who install a rape mod into Skyrim then have an extreme averse reaction to the resulting rapes, we can effectively discount them as an audience worth pursuing. They will likely remove themselves from the game in short order, and in any case, trying to figure out how to please them is an impenetrable problem.

 

 

As to whether "most players expect the PC response to be extremely unrealistic," I don't know if that's true. I'll agree that some players do not, but we're headed for hair-splitting territory. Is it most? Some? How unrealistic is "extremely"? etc, etc

 

I think it's easy to argue that "most players expect the PC response to be at least somewhat unrealistic". Some will want a highly-unrealistic outcome, some will want one that is more realistic. There's a whole continuum of expectations there. This is the usual argument for why players are never quite happy with a mod and always want more options to play with.

 

Having used SLD to vary my outcomes from some events in dramatic ways, both negative and positive, I came to the conclusion that in most cases carrot is better than stick. All the negative options (punishments) stop you playing the game to some extent. Positive options help you play the game, but aren't necessarily all about that; they could just lead to fun content that players like.

 

And yet, sometimes some negative outcomes and punishment create excitement. As long as you have genuine options and choices to avoid them, they can enhance the game. But when those negative outcomes proceed from unavoidable events, or from events you really want to have happen, then it's not very satisfactory.

 

 

As far as that last point goes, I don't think there's much to say against it. It's largely true for the larger amount of players, and it's a good rule to follow when designing a mod. Where most mods fail this is that the creator thinks they put in a genuine choice or avoidance mechanism, but they didn't. Or they put in a PC punishment, but casually tied a player punishment to it.

 

 

Good gameplay can paper over significant issues. The story events can be nonsensical, the immersion can be terrible, but people will forgive it anyway if they get good gameplay.

 

Unfortunately, good gameplay can be hard to add. If you designed a mod beginning from a simulation approach, it may be almost impossible to add. That's the case with DiD. The gameplay devolves into a downward spiral. You lose to enemies, so you get trauma. You get addictions (even without trauma) faster if you have trauma. The addictions further impair your ability to progress. You lose to more enemies, get more trauma, and so on. Eventually, you are crushed by addictions, and probably end up owned by your Devious Follower (or something) too. DiD can't fix this because of the simulation-oriented thinking that says failures must be punished. It was not designed with gameplay in mind, or the idea is simply "avoid defeats". Awesome tip! The player was probably already doing that.

 

But DiD also "rewards" you (as the player) for catastrophic defeats. Here's where things get conflicted. The player may get enjoyment from seeing the PC raped, bound, imprisoned, etc. But there comes a point where that enjoyment fades away or just ... stops. Once the player hits the point of boredom the punishment mechanic suddenly feels unwanted and in the way, but negating it feels like cheating.

 

That's why I say these unaligned mechanics are a hazard. At some point the enjoyment evaporates. The player is left with the feeling that the punishments being inflicted on the PC are legitimate and erasing them is somehow wrong, but their initial fun is gone and they player is only left with the PC perspective to guide them. From a player perspective, their game is now stopped. They are getting punished. The PC's experience and the player's have fallen into alignment, and it all makes a certain kind of sense, it's this aligned nature makes it harder for the player to recognize and dispose of it. 

 

Eventually, the player solves the problem by one means or another, but they're left with that memory, and next time the "fun" events occur, the aftermath is also in their mind. They're already anticipating the boredom and frustration.

 

 

This problem can usually be connected to situations where there is PC punishment and player reward. The player is being asked to believe that the PC punishment (which becomes a problem once the player is bored) is a pre-requisite of their enjoyment. This creates that conflicted feeling, which may be made worse by an inability to associate their own enjoyment with their unconscious modelling of the PC's reaction. Multiple factors are combining to create a sensation that something is somehow wrong. And when something feels wrong, the player usually assumes it is a game mechanic, not something inside them. Strictly speaking, it's both.

 

In terms of "training", we may end up training the player to expect tiresome punishments as a consequence of entertaining events, or that fun sexual events for the player must be horrible events for the PC.

 

The player senses something is wrong, and their first conclusion is usually that it can be fixed by some change to their game mechanics. If only the down-time were reduced, or there was this way or that way to avoid the negatives, or new ways to escape, or some other option... And so it goes on, with many solutions being devised and proposed.

 

The root cause is the design choice to punish the PC, and by adding concrete game mechanics (because simulation) this gets extended to the player. Experiences that were initially player rewards turn into punishments once the player is bored of them.

 

Or to sum it up in a trivial example: it might be fun to play a prostitution-based character start once or twice, but an entire prostitution based game? Probably not fun. Every game start? Probably not fun. It gets boring. The player wants the mechanics to change but they can't let go of their prostitution mod ... and that doesn't even take into account the sheer bother of adding or removing mods. If you've got a complex merge patch, removing mods can be a pain.

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9 hours ago, legraf said:

starts by excluding certain other types of fun ...

Specifically, the types of fun incident to other media. Because different media have different trick of trade. Not that visual porn "doesn't count", but any lessons one can learn from directing a porn movie are useless for designing a game about the very same porn fantasy.

9 hours ago, legraf said:

your definition of reward/punishment is ignoring how they are being used in this thread

"This thread" is hopefully a living thing, not a bible study group. Feel free to completely ignore my definitions and use your own, as long as it doesn't end up in you roasting me for something I didn't say. The definition is here to facilitate understanding - of my input, if nothing else.

9 hours ago, legraf said:

How can you possibly engage with questions of aligning PC and player "rewards" when you think only one of those exists?

Oh, that is easy one: I do not engage with that question. I engage with the question of clearly separating fictitious doom befalling an imaginary person from measurable gameflow-altering effects imposed on a real person, so as to make sure the former does not accidentally trigger the latter in ways that are detrimental to the narrative. If that spells "reward alignment" in your book - let's congratulate each other.

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Okay, I did a reward/punishment analysis of a drug addiction mod. Never mentioned "reward" or "punishment" but it should be crystal clear which is which.

 

 

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The ideas of skooma encouraging risk taking, offering huge benefits in the right circumstances, slippery slope and desperation were somewhat formed when I originally stared making my Skooma Whore replacer way-back, though risk taking was not conscious in my mind.

 

Some of the suggestions here may seem pretty extreme ... but I think that's the point.

Most of the following ideas are from my long-stalled skooma whore replacement mod, some are new.

 

Some ways to make skooma genuinely useful:

  • Health, magicka, and stamina boosting
  • Each skooma you take while you still have skooma active refreshes the duration and stacks the effect strength
  • Beneficial skooma effects are increased and extended by being hit in combat
  • Up to a certain point (that you cannot see) skooma is free of any downside or negative. You can definitely use it a lot before there's any problem.
  • As you skooma "tolerance" increases, the skooma bonus effect gets bigger when it finally kicks in, and the benefits of taking extra skooma after that don't decline with addiction.
  • At high bonus levels, taking damage gives bonus magicka and stamina
  • Consuming skooma acts as a large direct bonus to temporary stats (current Magicka, Stamina, Health) so it acts as a recovery potion too
  • At high addiction levels, skooma may increase skills too
  • At high addiction levels, melee damage and attack speed is greatly increased by the skooma bonus.
  • At high addiction levels, carrying capacity is greatly increased by the skooma bonus.
  • Skooma can be substituted for food, drink, or sleep in needs mods. The offset needs all return at once when the skooma wears off.

 

Slippery Slope:

  • Skooma is easily obtained, in bulk, from skooma dealers, if you agree a contract.
  • You can also get skooma in smaller quantities from most criminal types.
  • Obtaining skooma is easy and convenient... At first.
  • If you don't make contracted payments, skooma dealers get upset, they may cut off your supply, send people to beat you up and rob you, burgle hour house for valuables, add bogus debt, etc.
  • To regain supply after an upset you may need to perform favors or tasks for the dealers. Many of these are not sexual, but involve straightforward crime. Think of the Thieves' Guild, but with less talking nonsense.
  • As you get addicted to skooma, the price goes up, and additional demands get increasingly frequent.
  • e.g. Before you're addicted, a single dose will start the skooma bonus effect.
  • e.g. At a low addiction level, a single dose will just stave off withdrawal for a day, and two doses - at once - are required to start the skooma bonus effect.
  • e.g. At a high addiction level, a single dose will stave off withdrawal for five hours, and ten doses are required to start the skooma bonus effect
  • e.g. A petty-criminal who would originally sell you a dose for 50 gold now wants 100 gold (and you need five doses), plus three sex-acts
  • e.g. A regular deal who you made a contract with would originally sell you 10 doses for 200 gold, now wants 1000 for 20 doses, and requires you to wear their gang tattoo and do a day of service in their friend's brothel once a week to keep the contract up.

 

Desperation:

  • Once you get addicted to skooma, lack of skooma induces withdrawal.
  • You need more skooma to get the same results as before.
  • Higher addiction leads to more extreme withdrawal.
  • After a certain amount of withdrawal time, you start to lose stats. For good. This includes a very broad range of Skyrim stats, ranging from Magicka, to 1H Sword, to Destruction, to Smithing, to Alchemy, to Disease Resistance.
  • Once withdrawal starts to fade, you start losing addiction, you are still losing stats. Levels may also be lost at this point, which is a bonus in some ways.
  • Once withdrawal is gone, you are cured of addiction. Everything is as before. No stats are regained and your 'start addiction' point is moved lower.
  • e.g. At a low addiction level a day without skooma causes you to lose a skill point.
  • e.g. At a high addiction level, a day without skooma causes you to lose ten skill points.
  • If in withdrawal, at a high addiction level, substitute dangerous acts for skooma and stop stat loss. Acts are things like fighting naked, attacking guards, pick pocketing during the day in towns (with heightened bounties).

 

Thus, a player who is short of skooma has some real incentive to get more skooma. If they don't get it, their character advancement is eaten away.

However, there are no downsides to taking the skooma beyond the withdrawal if you don't get your fix. As long as the PC can keep supplied they are fine.

The slippery slope is that they need more and more skooma to get to the same place (a bit like real life) and the dealers are aware of their increasing leverage and use it.

 

Other novelties:

  • Perform animal sex for doses if you lack cash.
  • Perform being whipped for doses if you lack cash.
  • Massive group sex for doses if you lack cash.
  • Substitute large amounts of alcohol for skooma if you can't get skooma.
  • Substitute corrupt cum for skooma if you can't get skooma.
  • Substitute lactacid for skooma if you can't get skooma.
  • Other debasements for doses if you lack cash.
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4 hours ago, Lupine00 said:

Some ways to make skooma genuinely useful:

Great post!  I pretty much like all of it, but I thought I would offer an idea.

 

I think a "health potion" effect may be worth considering.

 

For more cautious players these addiction traps are generally pretty easily avoided, but there is one part of the game where ALL players quickly say "fuck it" and that is when they are near death in combat.  They open their inventory and click through a bunch of potions.  Buff potions are nice but nothing captures that panicked "I need this" feeling more than health potions when you health bar is bottoming out.

 

Maybe even lean into health bar panic further by having periodic "craving attacks" where your health suddenly starts dropping (accompanied by a pop up for visibility?) Then a well stocked PC could treat themselves with health potions and remove disease potions OR keep doing drugs.

 

While this approach is certainly 'less realistic' when it comes to the effect of drugs and is 'less realistic' as to when you would do the drugs, it may do a better job capturing that emotional experience if panic and loss of control.  While I'm not sure that a health potion approach is the best way to make this mod I do think the a player emotion focused approach is better than focusing on realistic drug use/effects.

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6 hours ago, Darkwing241 said:

I think a "health potion" effect may be worth considering.

That idea is already there - I quote from my post above:

11 hours ago, Lupine00 said:

Consuming skooma acts as a large direct bonus to temporary stats (current Magicka, Stamina, Health) so it acts as a recovery potion too

This was, in fact, the first thing I added in the actual mod.

Skooma potions came in three flavors, red, green and blue - I think you can guess how that worked. I originally though that it wasn't enough variety and (somewhat) replicated the "named" drugs from SW (though I think the detailed mechanics were better), but now I think collapsing it all simply to "skooma" is better. It could then impact all three stats.

 

The different kinds of addiction in SW were never well separated, and I think it's better to be clear about that, or to not do it at all.

I think the negative after-effects of the named skooma potions in SW discourages you from using them voluntarily, and there was no need for that - the addiction is trouble enough.

 

 

6 hours ago, Darkwing241 said:

Maybe even lean into health bar panic further by having periodic "craving attacks" where your health suddenly starts dropping (accompanied by a pop up for visibility?) Then a well stocked PC could treat themselves with health potions and remove disease potions OR keep doing drugs.

Sounds similar to DAYMOYL's bleed effect.

 

This would be a bad idea in LE, as it would tend to kill you. Because we don't know what other modifiers apply in LE, modifying health downwards is always a potential hazard.

In SE, you could probably do it, more or less safely ... it might be a trifle too annoying though ... and if you don't have any suitable potions, the timescale is too short to do anything about it.

 

The idea of desperation based on permanent stat-decline is that you are pressured to act as fast as you can to stop it, but the decline is something that happens every few game hours, not a panic you have to react to in seconds. You have time to take actions to obtain skooma, but you are under pressure.

 

Given that the player will have some understanding of the duration on skooma, in most cases they won't be stranded in the middle of nowhere, or deep in a dungeon when withdrawal kicks in.

 

However, that may happen if they have defeat mods that imprison them or otherwise limit movement.

Those mods would need patching so that jailers may offer skooma as a reward or withhold it as punishment.

 

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8 hours ago, Darkwing241 said:

For more cautious players these addiction traps are generally pretty easily avoided,

I believe one particularly appropriate situation to "lose your S card" so to speak is escaping from enslavement e.g. in a bandit camp. Those neat and tidy boy scouts would conceivably have a vial or two lost in some dark corner, and here you are: naked, no mana and a broom or a laddle for a weapon. Which is precisely the combat style drugs should encourage. This of course is much less productive approach if your new master is essential out of the blue sky.

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Interesting discussion about this topic so far. A fuck-ton to read, but it's obvious that you are enamored by this subject and gain pleasure from conceptualizing/fixing it.

 

I believe there is no way to fully resolve most of your mentioned problems with existing (and future) NSFW mods, since (as you rightfully pointed out) Skyrim was not developed with mods like "Slaverun" in mind. In the end modders would fail to deliver coherent, consistent and aligned experiences, not because of their incompetence, but because generally modders do not create content for "the greater good" or having the "bigger picture in mind", but rather singled out experiences, that work for them and single experiences of other players (when modders decide to not only share, but actually work on their mods).

 

I believe only frameworks designed to somehow tie all of those experiences together (and letting a lot of the important dialogue options/outcomes to be vague enough for anybody to work their head canon magic) can work out in creating a truly immersive (read "working") experience. Since you are never able to tell what mods a given player has installed or what their intent may be by installing your mod, you can't ever reach this goal of coherency and consistency among all mods (or even among most popular mods).

 

Lets take Slaverun for example:

Slaverun has a "prostitution mechanic", sort of. You can work some jobs for Pike, which all ask of you to basically sell your body. You get a lot of gold for doing so. Only downside is that your PC is becoming more accepting of slavery. Now that is a typical case of your player vs PC misalignment thesis. Why would working for a corporation that I despise, make me more accepting of it in the long run? A lot of people are forced in exactly that kind of predicament but, because of financial reasons, are all out of options to do anything about it. In this case the author of Slaverun assumes that your PC would be more accepting, obviously only catering to a certain audience/experience, while they could've kept it more "vague", to allow players to assume the feelings/opinions of their PCs themselves.

 

With that fixed, there still would be consistency issues though. Take a mod like Radiant Prostitution for example. Why would I prostitute my PC, if she could easily go to Pike to rake in more money? The acts themselves are just as degrading/abusive. So a "prostitution only" mod interferes heavily with Slaverun and vice versa. Configuring the gold earned for conherency's sake would make one of those mods obsolete, so what, should Slaverun drop its "prostitution" mechanic, in favor of having both mods (RP and Slaverun) installed being a more consistent experience?

 

I was thinking about how to fix this and I feel you did something very similar with SLD. Instead of developing every single mod to be consistent and coherent, not only on its own, but in coorperation with other mods, how about taking the existing mods for what they are, and create gameplay around them? Have you ever played the Dovahkins Infamy mod? The relevant part of that mod, that I want to talk about, is its initial setup. When you enter the game with Dovahkins Infamy installed, the mod reads some statistics about your PC (mainly SexLab Diary) and prints some fitting textbox describing your character (slept with alot of different partners? Then you must be a whore). While that description (working most the of time, since you could also simply ignore it) already assumes to much about your PC to fit in your player vs PC misalignment thesis, you are further asked to describe your PC yourself. Is your PC hetero, bi or gay? Does your PC prefer same-race or interracial relationships/partners? Does your PC prefer shy, or confident partners? While that information is used to alter some existing vanilla experiences (again, the "right" outcome is somewhat assumed by the mod, therefore it's to authoritarian in nature), why not use this approach to let the player setup certain "conditions" about their PC, to help the framework decide when to administer punishment/rewards (in the form of debuffs/buffs or whatever else comes to mind)?

 

Let me further explain of how I would see this play out. Before beginning a new playthrough, a player would first setup this playthrough in form of a plethora of questions (in style of the D. Infamy mod mentioned above), i.e. setup the "mind" of the PC. Would the PC like to marry? If so, would the PC like to be loyal/be against cheating? Would the PC like to stay away from any kind of addiction, or would the PC be indifferent about or even seek addictions?

 

Let's just assume our hypothetical PC would like to marry and have a spouse. The PC would also like to stay loyal and have sex only with their spouse. The PC and player would therefore be rewarded for doing so (reward=increased experience gain). If the PC, for whatever reason, would sleep with another npc other than their spouse, the PC and player would be punished (punishment=reduced experience gain).

 

You could even advance this scenario by adding concepts like sexism into the fold. The player would be asked if the future spouse would be sexist (maybe add a %chance for sexism on npcs?). If the players answers "yes", the PC would be punished for being raped, because their spouse would not support, but rather blame the PC for getting raped. Very similar to the "happiness" mechanic that you wrote about: happiness would translate to positive buffs, while unhappiness or stress would translate to debuffs. The player could therefore set the rules. While being raped is generally a traumatic experience, the player would have the control over how the PC would feel about that.

 

In another scenario, the player may setup their PC as wanting to be loyal, but at the same time liking being raped. Typically a misalignment, the rewards for being raped in that scenario should be different than the rewards for staying loyal, therefore giving the player a choice to pursue certain rewards at certain times. The rewards (read buffs) ofcourse should somehow reflect the action in some way. Staying loyal for example may help with your mental stability, therefore granting increased experience, while getting raped makes your PC feel wanted and desired, therefore increasing your confidence/speech.

 

Enter the Slaverun/Radiant Prostitution dilemma: You could setup your PC to be indifferent about prostitution, therefore seeing it as a possible and valid option to increase finances, but dislike slavery, therefore seeing prostitution for a slaver faction as a nonviable option. Prostituting the PC for Pike would then result in significantly increased finances with negative effects, while general prostitution would have no effect on the PC other than slightly, albeit easily, increased finances. You could also implement a corruption stat, which defines how fast and if the PC would grow accepting of otherwise disliked concepts (for example not care about staying loyal anymore and seek a sexual addiction/be enslaved/whatever) to allow headroom for corruption style playthroughs, but this stat would be optional and toggleable, so as not to turn every playthrough into a corruption fest.

 

I know this proposition definitely isn't the be-all, end-all of problems and issues with coherency and consistency among mods and I haven't even wrote about feasibility of developing such a framework, but I believe it may be a valuable thought to share.

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On 1/4/2021 at 7:50 AM, Designation said:

why not use this approach to let the player setup certain "conditions" about their PC, to help the framework decide when to administer punishment/rewards (in the form of debuffs/buffs or whatever else comes to mind)?

Which is what all the factions in SLAX are for, but SLAX is not the mod intended to let the player edit them, nor is it the mod intended to be responsible for automatically updating them or creating consequences from them. 

 

Alas ... time. I'm only just getting close to revisiting SLAX itself and adding the basic functionality it was devised primarily to offer.

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