Brainstorming : Everybodies Ideas for Office Party!

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desperado1089
Posts: 4
Joined: Tue Jul 09, 2019 4:40 pm

Re: Brainstorming : Everybodies Ideas for Office Party!

Post by desperado1089 » Wed Jul 10, 2019 12:30 am

To expand upon (player) character customization, one possible way to create consequences and playstyle limitations based on your chosen appearance, is to simply apply real-life superficiality to it.

(Disclaimer: For both my own convenience and to avoid confusing others, I will word all subsequent examples in this post from a male heterosexual point of view. You have been warned).

Say for example you intentionally choose to be a slightly chubby, averagely-attractive nerdy IT type of guy. This could make being a nice guy (i.e. good playthrough) more beneficial, because if you can't attract a woman with your looks, you attract them with your demeanor and personality. Within reason. This also could affect the type of co-worker you can "score" with, and how. If you're a 9 or a 10 Chris Evans type of guy, you might just have a good, crazy, debauched time with the insecure, repellent woman in the next cubicle, who can't hold down a relationship because she just doesn't let a guy get too close without beating the crap out of him. But a nice guy who doesn't act like a douche cause his looks can get him out of trouble might just help that same woman realize that there's someone who could be worth letting in.

Also, I too would like to see a wider range of emotional consequences to the player's choices, and additional such choices, both in House Party and OP. Someone mentioned Vickie being a catalyst for Ashley's and Madison's reconciliation. Why wait until Office Party for that to happen? However, I would personally stop short of killing off Vickie's brother. These games are supposed to be comedies, not dramas. Although a demotion or some other disciplinary measure might be a good compromise. Perhaps he got into some interpersonal shenanigans on base, like banging the captain's beautiful female secretary on his desk in the middle of the night, lol.

Finally, if travel is necessary to reach the party venue (like if you go for my idea that the actual party is at the company retreat), any and all possible "mile high club" shenanigans are a MUST!! Airplane bathroom sex, horny flight attendants, one of the pilots getting head in the cockpit--the sky's the limit, if you'll forgive the lame pun! Bonus points if the company has its own jet.

erasmus
Posts: 930
Joined: Tue Feb 13, 2018 4:29 pm

Re: Brainstorming : Everybodies Ideas for Office Party!

Post by erasmus » Wed Jul 10, 2019 11:05 pm

Oh, hey there. Good ideas; since I am working I am going to touch upon some of these quickly:
desperado1089 wrote:
Tue Jul 09, 2019 5:28 pm
Basically, the "main event" should take place somewhere more "cool", that doesn't evoke the mundane nature of the workspace. All the characters will be "letting their hair down", the venue should be more relaxed and fun to match it.
Maybe. Every new environment means new assets, new challenges, more planning, etc. Right now we're strongly leaning towards taking the concept of one of those sad office parties where corporate didn't want to splurge on a "bunch of nobodies and middle management", and letting the player's choices either keep it tame, or blow it the fuck up...figuratively? Figuratively.
desperado1089 wrote:
Tue Jul 09, 2019 5:28 pm
As for other ideas, the player character should absolutely be customizable. However, the option of his/her position within the company, assuming the player ends up being able to choose it, should perhaps start somewhere in the middle, rather than at the bottom. After all, the "good" playthrough wouldn't exactly present many opportunities for the PC to "rise to the top" within the <5 days of "regular" office time before the party, so if players choose to be a good noodle, they still have some clout when the party starts. (BTW, this is based on a "good" playthrough being one that includes choices where the PC does not ask for or offer sexual favors for promotion, hence the way I said that.)
desperado1089 wrote:
Wed Jul 10, 2019 12:30 am
Say for example you intentionally choose to be a slightly chubby, averagely-attractive nerdy IT type of guy. This could make being a nice guy (i.e. good playthrough) more beneficial, because if you can't attract a woman with your looks, you attract them with your demeanor and personality. Within reason. This also could affect the type of co-worker you can "score" with, and how. If you're a 9 or a 10 Chris Evans type of guy, you might just have a good, crazy, debauched time with the insecure, repellent woman in the next cubicle, who can't hold down a relationship because she just doesn't let a guy get too close without beating the crap out of him. But a nice guy who doesn't act like a douche cause his looks can get him out of trouble might just help that same woman realize that there's someone who could be worth letting in.
This is going to be a "multi-day" (virtually, anyway) experience so yeah, due to the level of connection formed between the player and their avatar & choices we are very seriously considering customization options. We're hoping for body, face, clothing, accessories (ties, watches) and such. As for looks and their impact on a playthrough...that'd be kind of tough to evaluate, and not really sure if that can be done unless we offer only presets. Besides, I think we'd all like one of those MMO/RPG moments where we see our character doing something epic or sexy, being celebrated, but they look like a poorly maintained telephone pole fucked a hedgehog. By "we all" I meant me. Also, there isn't a formally defined "limit" to the number of days before the party. We are hoping to allow players to move through the "mundane" paces of the game at varying speeds.
desperado1089 wrote:
Tue Jul 09, 2019 5:45 pm
A) Fully customize a "special" NPC love interest/regular fuck buddy; this would obviously require a great deal of effort to work this character into the overall story, not to mention the fact that this customization might need to include multiple different "voice flavors" in order for the result to be "fully functional".
Unsure about this, or at least the degree to which it could be done. The connection to this hypothetical NPC could feel very deliberate and "intense"/direct, so we'd have to see how this affected narrative and other mechanics.
desperado1089 wrote:
Tue Jul 09, 2019 5:45 pm
B) Make it so that the player character's backstory could possibly include a previous connection to a preexisting NPC. This obviously means that they have hooked up sometime in the past, perhaps still do, and thus the NPC feels comfortable enough and close enough to the PC to alter his/her appearance (within reason) to suit the PC's preferences. However, any such changes would be reversible, so if the PC does something to piss off his/her "special someone", the NPC would take revenge by undoing the change. For example, if the NPC's appearance was altered so that they have a larger amount of pubic hair than the base model, if they're in an exclusive relationship with the PC who is subsequently caught messing around with someone else, the scorned NPC goes home that night and shaves their pubes off.
We're planning on the ability to migrate save-games from Eek! House Party stories. Not sure what else you might have been referring to here. But the player's backstory might be left fairly vague. There's a sweet spot of "you could believably be anyone and have arrived in this situation", "yeah I can identify with this person", and "yeah I can see why this is unfolding in-game/in front of me based on my past AND current choices" that takes a number of mechanics to hit properly. We'll have to see what time and resources allow.
Erasmus
Eek! Games LLC
Vice President, QA & UX

desperado1089
Posts: 4
Joined: Tue Jul 09, 2019 4:40 pm

Re: Brainstorming : Everybodies Ideas for Office Party!

Post by desperado1089 » Thu Jul 11, 2019 1:01 am

erasmus wrote:
Wed Jul 10, 2019 11:05 pm
or blow it the fuck up...figuratively? Figuratively.
LMAO
erasmus wrote:
Wed Jul 10, 2019 11:05 pm
As for looks and their impact on a playthrough...that'd be kind of tough to evaluate, and not really sure if that can be done unless we offer only presets.
This may be possible by giving each element of the PC's appearance a set value, and this would reflect generally how a real person would perceive these details of a person's appearance, and the total of the value(s) would determine how easy or difficult it is to do certain things, depending on if such a thing would be more a slick, sexy bad boy behavior...or not, lol. Plus, there's the whole "nobody notices a grease monkey" thing (replace grease monkey with any number of office worker-type positions) so if you dress the part of a nerdy IT guy, it could affect how suspicious people get if you mess with their computer.
erasmus wrote:
Wed Jul 10, 2019 11:05 pm
By "we all" I meant me.
Again, LMAO
erasmus wrote:
Wed Jul 10, 2019 11:05 pm
Not sure what else you might have been referring to here. But the player's backstory might be left fairly vague.
Basically, I was referring to a more limited and developer-friendly style of NPC customization, wherein one of the NPCs that will already be in the game (either any HP cameos or a new character) could be selected by the player upon starting a new game. This in turn *adds* the aforementioned previous relationship to the PC's backstory, and allows the player to change *limited* aspects of their chosen NPC's appearance. This is, of course, limited to what could be done in real life; you're not gonna be able to make Leah have pale skin, or convince Brittney to get breast reduction surgery. :mrgreen:

BUUUUT, you could convince Rachael to get another tattoo, Ashley to grow her pubes a bit more, Katherine to get contacts, and so on.

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