As a side project, I'm looking into making an interactive story, and I'd like your thoughts.
Firstly, I could never replace @messwriter and the legendary WamWorld stories. That is my example par excellence. So I'd like to do something different, and so I'm asking a little survey:
a) Who is your character? Who would you like to be in a WAM videogame?
b) What is your character's goal? Success, revenge, orgasm?
c) How difficult should the game be?
d) Should there be other characters? How much interact- sorry, do you want to fuck them?
I'm not a huge interactive story fan (although I continue to be awed by the level of planning involved), so don't put too much stock in my responses. I can't resist a good survey, though. Hopefully this helps...
a) I don't particularly mind, though I'd probably choose someone attractive. I have a theory about video game character attractiveness, that it's basically just about their outfits, so... to borrow an idea from your previous work, Chun Li maybe?
b) The honest answer is probably orgam, NGL.
c) This might not be the right tone, but I love the idea of stuff that is basically impossible. Whether or not the contestants know this is also an interesting thing to ponder.
d) Probably. It depends, but also probably. Or, if i'm being totally honest here, more like be fucked BY them.
e) Not much, personally, but again, I'm not sure how much you should value my opinion here anyway.
Welp, time to overcomplicate this. A lot of my gaming background is in fighters, which I know you're at least somewhat conversant with, so I'm gonna start there. You're welcome
a) I don't really like to play neutral, so it kind of breaks down into two categories: 1. Setplay/vortex characters. Specifically, I'm thinking of like a Guilty Gear X Ky with his high/low corner traps or any of the versions of Cammy who can use frame traps or divekick timing mixups to loop her knockdown pressure. I don't know how this would work in a WAM setting, but maybe you can figure something out? 2. Grapplers. This one makes more sense to me: evade or defend until I can get up close, then apply the mess in person. As such, I wouldn't expect this character's arsenal to include anything fancier or more complex than, like, a bucket of something - so, like, no elaborate devices, no traps, nothing that's large enough that it can't be picked up (...or plucked out of hammerspace) and carried around, nothing that has to be remotely operated. At the absolute limit, if there's a larger-than-life punishment waiting, I could see this character picking up another character and getting them that way: throwing them into a mud pit, dunking them into a giant cake, someting like that.
With that said, when gameplay isn't relevant (e.g. in non-gaming situations) I tend to gravitate more towards lither, defter characters. So I guess I would try to build a speedy grappler, if that's not a contradiction in terms.
b) Sticking with the grappler premise, I think the goal is just to break through someone's defenses. Punishing them with mess afterwards (and/or having an orgasm) is sort of a way of reward or celebration for the achievement of that goal.
c) Heck, I dunno. I do like a challenge, but keep it somewhere short of Sekiro, please.
d) I'd like for there to be significant interactions with other characters, yeah. Even if they're NPCs, I personally would have more interest in a story with multiple characters than a story with only one.
As for the level of interactivity, for me it depends on, like, everything else in the story: tone, setting, all that stuff. In the past, I've been happy to read stories that stay at like a PG level and I've also been happy to read stories that feature explicit sex. I feel like this is kind of a trust-the-chef situation.
e) I like puzzles, but also I'm very picky about them. Like, if there's one of those fucking 3x3 sliding-squares puzzles, I'm going to be annoyed.
I feel I have entered a different universe having read the previous post!! I think I'll pass on contributing!
Seriously I have nothing but admiration for the complex nature of interactive stories, but personally I prefer the more traditional approach to writing.