In the following months I will attempt to break the tasks down into manageable chunks. You should have no trouble following along and keeping up. Lesson one is probably going to be, by far, the shortest and easiest of the lessons but if you keep up I don’t think you will find any of them all that trying.
The characters are the heart and soul (not to mention all the naughty bits) of any good AIF game. At the very minimum, which is what we are doing here, you need a PC and one other (we’ll call her the love interest for now). Throughout this tutorial I will be using the words her and she to refer to the love interest. However, this is not to say that she has to be female. If the love interest is male (either because the PC is female or because you are writing a homosexual game) then it will work just as well. By the same token, the PC will be referred to as he.
Characters – The PC
PC stands for player (or playing) character and is the persona that you take on of when playing a game. This needs to be differentiated from “the player.” The player is the person actually playing the game, the PC is the character that is in all these wonderful situations in which we are about to place him.
There are different theories as to how much detail to give the PC. Some games introduce a fully developed character with a name, background, full description, etc. On the other hand, some games keep the PC as generic as possible, either referring to him simply as ‘him’ or asking the player to input a name at the beginning. It is argued that the ability to use your own name when playing makes the game more immersive. Usually, these types of PCs will not have much in the way of description or background so as not to spoil the illusion that the player is that PC.
Which type you use is a matter of personal opinion and can also depend on the type of game you are writing. For our purposes here, either will work but to keep it simple, my suggestion is to go with the more generic PC. You will have plenty of time to create that wonderful, memorable PC when you’re a bit further down the road. You don’t really even need to make the decision right now. As we move through the game you might get ideas about him that will help you to make a more informed decision later on.
Whichever you choose, the PC should have at least a basic description. If you don’t want to mention any physical characteristics then say something about who he is in general, what he is thinking, feeling, or who he is lusting after. And for heaven’s sake, give the poor guy a penis. It is a pet peeve of mine when I type ‘x cock’ and am told “You don’t see anything special about the cock” or worse, “You don’t see that here.”
Characters – The Love Interest
First and foremost we have to know who our love interest is going to be. This can be a celebrity, a character from a book, TV, or movie, someone you know from work or the gym (although for obvious reasons you would want to change the name if you go this route) or someone you make up completely out of your own imagination. The possibilities are endless but I bet you don’t really need endless possibilities do you? I bet you already have someone in mind. Someone you’ve thought about, fantasized about, drooled over a bit. Come on, you know you do. In real life you may or may not have a snowball’s chance in hell of scoring with her but this isn’t real life, this is fiction and anything is possible. For now just choose someone and keep her in mind as we go along. We’ll flesh her out (and oh yeah that pun was intentional) in a bit.
Setting – The Rooms
“Rooms” is a generic term that I am using to represent any single location in a game. The room does not actually have to be a real room but can be also be the backyard of a house, on the beach, in the lake, etc. The main thing for our purposes here is to keep it simple. Think about the person you’ve chosen above. What kind of setting do you see her in? A bedroom in a house, a castle courtyard, a dungeon, a space ship? There are tons of options depending on who you have chosen and what you are thinking about at the time. Just keep the number of actual rooms small. It is quite possible to write a One Night Stand with only a single room and certainly you don’t want to have any more than three or four. Remember that every room you add is also going to add to your workload because rooms have objects in them that must be described, which brings us to our next heading.
Setting – Objects
It has been debated long and hard just how fully implemented the environment in a game should be. I won’t go into all that here but even if you don’t want to get into describing every single blade of grass on the front lawn, (and who does?) there are still things that need to be there or the game feels empty. What these things are will of course depend on the type of room you are in. Are you in a bedroom? Logic dictates that there should be a bed around somewhere. Is it a living room? Probably a couch. A bathroom? Most bathrooms I’ve been in have had toilets.
I don’t want to belabor the point but once you decide what kind of room or rooms you are going to have, go through and make a list of all the objects you believe should be in them. Don’t spend too much time racking your brain at this point. Just list the most obvious things and move on, others will pop up as you go along.
Ok, so what do we have so far? By this point you should know the following.
1. Who is our love interest?
2. Where does the game take place in general?
3. What rooms are going to be in the game?
4. What are some of the objects in each room?
All this shouldn’t take you more than a few minutes to figure out. You probably already know most of it by just thinking as you read along. Certainly it won’t take you as long as it took me to write this article (or probably you to read it).
Since the original game of this type was (I believe) “A Night With Troi” I have decided to pay homage to it by keeping my choice in the Star Trek universe. One of my favorite characters was Kes from Voyager and she will be my love interest here. So my answers to the questions would be.
2. The starship Voyager
4. Bio-bed, medical equipment, computer
So far, so good, but now we get to do a bit of work as we begin to develop our characters and environment.
The Love Interest
You have your love interest picked out so now what to we do with her? – Heh heh, I’ve got a few ideas – But no, we’ll get to that soon enough. First we have to figure out who she is and we’ll start with descriptions. At the very least you need to have a description of the character but since this is AIF you will probably want to describe various body parts as well. How many body parts is up to you. You’ve probably heard the term ‘The Big Three’ meaning tits, ass, and pussy. In addition to these you may want to include a few more to add a bit of depth. Some good suggestions are legs, hair, eyes, mouth, or maybe just face that encompasses all facial features. Don’t go overboard here. If you want to make that fully functional girl, try it on your next game. A couple of extra parts is a good idea but there is no need at this point to start adding clitoris, mons, labia majora, labia minora, perineum, etc. What’s a perineum? Well, in spite of what our AIF glossary says, perineum is the actual medical term for the area between a woman’s vagina and anus. There’s your anatomy lesson for the day.
Don’t forget that unless she is going to start the game out naked you will need two descriptions for each, one while clothed and one unclothed. Let’s assume you are going to take my advice. Here are the descriptions you will need.
1. Girl (dressed)
2. Girl (naked)
3. Tits (dressed)
4. Tits (naked)
5. Ass (dressed)
6. Ass (naked)
7. Pussy (dressed)
8. Pussy (naked)
9. Legs (dressed)
10. Legs (naked)
You don’t necessarily have to get these perfect. I find that sometimes I end up using exactly what I write at first, and in other cases I end up rewriting them two or three times. Note that we have said nothing about how she actually comes to loose her clothing. It is not important at this time, just write the descriptions and we’ll worry about the clothing later.
I’m not going to waste the space by printing all my descriptions but here are a couple of examples. I name all these like they are commands being entered, ‘x kes’, ‘x tits’, etc. This is to differentiate from later commands when we start writing the sex. Do it however you want as long as you can keep it organized.
X Kes (dressed)
To all appearances Kes seems to be a normal, 20 year old woman (although certainly a very attractive one). It is hard to believe that in reality she is only two years old. You know that her race, the Ocampa, have only a 9 year life span, which makes her subjective age roughly the same as yours but it’s still a bit strange. The only physical difference between her race and yours that you can see is her ears, which are lobeless and slightly pointed on top. Even this is not normally apparent since her short blonde hair normally covers them.
She is fairly short, maybe 5’2 or 3, but she somehow exudes strength that isn’t apparent in her physical frame. What is apparent is her beauty, there are not many women on board, and in fact not many that you have met at all, who are more beautiful. Her short blonde hair, piercing blue eyes, and bright smile give her a pixie like quality that is both cute and alluring.
She is wearing a sleeveless maroon dress over a dark blue blouse that effectively coves all skin from her neck down to where the dress ends just above her knees. But even though her clothing is concealing, it is tight enough to give more than a hint of the body it hides. Her firm breasts and tight ass are clearly outlined by the dress as she moves around the room and what you can see of her legs is magnificent.
I give her height in feet and inches here. In Star Trek they tend to use the metric system (or probably some other official term but I’m not enough of a trekie to know it) so it probably would have been more accurate to say she was 160 cm tall or some such. The reason I didn’t is that I’m an American and stuck in the mire of our antiquated measuring system, so there.
X Kes (naked)
When you look at Kes your gaze is normally drawn to her piercing eyes and warm smile, but then again you don’t normally have so much else to look at. Her beautiful bare breasts stick out proudly as you slide your eyes across them and down her slim stomach. You can see the lips of her pussy, uncovered by clothing or hair, peeking out from between her gorgeous legs and when she turns you spy that tight little ass that you have watched so often, swaying under those dresses that she usually wears. When you can finally drag your eyes away you look up into hers and find her smiling at you as warmly as ever, although you don’t recall ever seeing that such a mischievous look in her eyes before.
You notice here that I didn’t give all the background information in the second description. I am assuming that the player would have examined her while she was clothed and there is no need to repeat it all now. Normally, making assumptions about what the player is going to do is not good, but in this case we are probably safe.
X Tits (dressed)
Her tits press against her tight dress, forming a perfect impression of what her clothing conceals. You search for any hint of her nipples on the two perfect globes but your search is, unfortunately, fruitless.
X Tits (naked)
You look down at her beautiful breasts with a longing in your heart and a stirring in your groin. They are hardly the largest you have ever seen but they seem more than ample on her petite frame. The small nipple in the center of each is slightly erect and seems to be calling out to you, although that’s probably just your imagination.
Anyway, you get the idea. Get something down now and you can change or add to it later as needed. For instance, I normally wouldn’t add ears as a body part to be individually examined but since I made a point of mentioning them in her general description, it’s probably a good idea here.
The General Setting
Nothing you really need to write here at the moment but you do need to have the setting in mind as you go along if it will have any bearing on the rest of the game. For instance you wouldn’t want to say something about watching a show on TV the night before if the game is set in King Arthur’s court. A bit of a silly example there but you get the point.
For each room you need to have a basic description that states what the surroundings look like, objects visible, and exits (if there are any). Don’t forget that last one. Even in a small game, making the player guess which way he has to move to get out of the room is annoying.
In my own game I have decided to keep it very simple by only having a single room, the sickbay.
It looks like most of the other sickbays you’ve been in on other ships during your career, a lot of high tech gadgets and blinking lights. You have been lucky enough that you have not had to visit it since you came in for your yearly physical shortly after reporting for duty on Voyager. There is a medical bed in the center of the room and various pieces of equipment neatly arranged throughout. The exit to the corridor is to the south.
Even though the player cannot leave the sicbay, I still mention the exit to the south because there should be an exit. Later we will talk about how to handle the situation when the player tries to leave that way.
Now is the time to take a look at that list you made up. At this point, don’t worry about being too comprehensive. Other objects will occur to you as you go along and you can add them in at that point. What is important for the moment is to get the basics down. These may not even be the final descriptions but you want to write something. Believe me, you don’t want to save these until last. Object descriptions (at least for me) are the hardest things to write because they tend to be the most boring. If I saved them until last, I might never have finished a game.
In my own case I listed three above.
It’s a standard Starfleet bio-bed. The patient lies on the bed and all their medical readings are shown on a display above it.
Right away there is an object I didn’t think about. The display could just be part of the bed but I think it will work better to have it as a separate object so let’s add it.
The Display shows the medical readings of the patient lying on the bio-bed. Non medical personnel like yourself have a hard time interpreting more than about half the information that is displayed.
This is a good example of a simple thing that can turn complicated. It would make sense for the description of the monitor to change depending on whether someone is lying on the bed at the moment. Make a note of this kind of thing but don’t worry about it too much at the moment.
There are medical supplies all over the room. You recognize what a few of them are but most are a complete mystery to your untrained eyes.
The computer on Voyager, like on all other ships in the fleet, is an omnipresent fact of life. You can access it from anyplace on the ship to call up whatever information you need at the moment.
You may have noticed that I didn’t list the computer in the room description but am still giving it a description. This is a personal preference but something I tend to do in my games. There are always a few things that I don’t think are important enough to list but at the same time might be something you would expect to find in the room. I am not thinking (at this point) that the computer will play much of a part in the game but since anyone who has ever watched star trek would expect it to be in any room on the ship, I’m including it for their benefit.
If you follow this tutorial to this point you should be well on your way to having a game going. It may not seem like it but look what you have. You have the love interest defined and described. There is obviously going to be quite a bit more to do with her but you have the basics down. You have the game environment. The rooms and basic objects that make up the background for the game. Some people will say that defining things like this before coming up with the story for the game is doing things backwards and they may be right. If we were writing a larger, more complex game they would almost certainly be right. However, in this case, the focus is really on that one girl in the game and fixing her firmly in your mind is (in my opinion) the most important thing to do.
Next month we’ll start working on interactions with our girl. We’ll take a look at different conversational options and start writing the sex (oh yeah). Until then, have fun and think dirty thoughts.
Go to Part 2
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