Game Design: Sex Butler — Goals
Tuesday, May 6th, 2008(I know I said I’d do a Round Table post today, but I realized I mis-read the topic, and need to start anew)
Bear with me as I work on writing a game design document. I’ve done plenty of design documents in my life, but never for a game. I’ve written a few computer games, but nothing substantial. It’s an interest, and something I want to work on. Also, a certain kind of game is the goal of this blog. So I need some practice. Feel free to leave suggestions, tips and other info on any of these posts — it will be very much appreciated.
The game is generally described here, and all the posts about it can be found under the sex butler category.
The overall tone of this game is lighthearted, which fits the casual-game origins of the design. Because of who I am, it’d be nice if it promoted safer sex and sex education (without being heavy handed about it), and was generally open to various genders and attractions, while letting the player guide that in the way that he or she is comfortable. I also don’t want this to be just a diner-dash style game, and want to mix in some tycoon-style sensibility to it. That is, it’s not just a click-fest, but between levels (or as part of an ongoing gameplay), there are business decisions about what sorts of rooms, open areas, products and advertising the player can offer.

First, let me tell you a bit about our motives here at Cult of the Turtle. We are a search for fun, this is true, and we’re very interested in the integration of narrative and gameplay (and their output: story). But we’re also inherently sexual creatures. There’s erotica here, and games which involve sexuality.