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The Problems of Video Game Sex

From the depths of GDC, an interesting report has surfaced of a panel discussing the technical problems hindering video game sex. Using fighting games as an example, panelists related the limitations of using prescripted animation due to the absence of an easy-to-use physics-based solution.

Some of the designers in the room had worked on fighting games and explained grapples that you see in games are all canned. Simon Strange, a designer on Godzilla: Destroy all Monsters, said, "Single point of contact between two people in games is already difficult enough. If you're going to have people having sex, there is ultimate contact. How do you support their weight? There are multiple points of contact. That is the difficulty."

A conclusion that came out of the discussion was the company who makes a friendly to use multiple points of contact software will make millions through licensing between the fighting and sex games genre.

It also turns out that in these sex games all animations are originally created by hand. Designers said there has been a social downside creating position in this manner. Straights and gays received certain animations and there was complaining that one group couldn't do what the other one was doing -- even though in real life they certainly would have the ability. Let your imagination roll with what that means.

At first I found it a little odd that the next big breakthrough in fighting game technology will also represent a revolution for sex-based games, but then I remembered Team Ninja's Dead or Alive games.