One of the strangest games you’ve probably never played is Princess Maker. Ostensibly a parenthood simulator, Princess Maker is yet another male attempt to define, categorize, understand, objectify, and, ultimately, dominate teenage girls: reduce a girl to a finite state machine that can be told what to do, and command her to become the ideal woman. Make the right decisions, and your “daughter” will become a princess, or perhaps, if she’s Jewish, a doctor. Make the wrong decisions, and she works as a tavern wench or whore.
The psychosexual aspect of this is, needless to say, fascinating (you should see some of the pictures I decided to not embed as representing Princess Maker) but that’s not what I want to talk about today. Rather, I want to talk about the mechanics of the game: at its heart, Princess Maker is a scheduling game. There are so many days in a month, there are countless potential activities, and you can bully your adopted daughter into engaging in just 2 activities per month. Those activities will increase or decrease her abilities, or her stress (or, of course, her weight). The core of the game is deciding how she spends her time.
In Japan, the game is one of the forebears of the Hentai game. In these games, you schedule a protagonist’s time, engage in some branching dialogue, and inevitably your character has sex with 5 or so girls (or boys) along the way (SomethingAwful’s Rich Kyanka nicknames one game’s girls as “Smarty”, “Sporty”, “Youngy”, “Angryy”, and “Sicky”. These five will be in every hentai game. You’ll see.)
Hentai games never really took off in a big way in the United States, which I think is proof that perhaps things here aren’t quite as bad as they could be. But using scheduling as a game mechanic is something that American game developers have been trying recently, in a different setting: rock band games.
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