Sunday, February 22, 2009

You Can Look, But You Can't Touch


You’ve selected the porn you want to watch based on your preferences for the session. Perhaps you chose her because she reminds you of someone. Perhaps you chose her for her ethnicity. For her shape. Her expressions, because her moaning doesn’t sound like an act for the camera.

Perhaps you chose her for the setup, which is merely an excuse for her outfit. The classroom. The office. The living room of your best friend’s mother. Don’t underestimate what will soon be taken off.

She walks into the office, dressed as an executive in a gray jacket and matching skirt, nylons, and high heels whose color matches the choker, the one accessory besides her mannerisms that seem out of place.

Without seduction she starts unbuttoning her blouse, hiking up her skirt. She teases you by arching her feet, the sexiest curve on a woman. She takes off her glasses, decides to keep her hair tied back. The jacket comes off. Breasts hang out of her bra, but her blouse is still on because she's holding onto the desk, begging to be penetrated from behind.

She takes a pounding though it's rough on her terms since she is the one dictating the pace. She swings her legs over to get into a mounting position. Blouse and bra come off. Calf muscles tighten up. Sweat is trickling down her body. Her bucking is loosening strands of hair from its clip. She is wearing herself out, is swept up and dropped onto her back. Legs are spread and held high; glamorous in its own way. Whimpers and moans. One hundred and ninety-five pounds slamming into her. She can take it.

Her breathing is rapid. There is a sheen on her skin; her chest and lower back. Her hair clip is broken. She doesn’t need to push her hair back because sweat is clinging it to her face. She has been pushed and shoved and penetrated. She is slack, can barely keep her head up. And when the dance is done, she can drop down onto her knees and find comfort in a scene well-executed.

_

And so the adventure begins. A common line among games trying to pull you into its gunpowder or sword and sorcery epic. You usually start as level 1, equipped with gear whose adjectives are unimpressive; there is no weight behind leather, no strength behind iron. Sometimes your origin is humble, sometimes you have proven yourself to the little world you live in.

You set out on your journey to save the world. You meet the spectrum of characters. Experience is gained with every kill. Generic equipment is sold to make room for special gear with added effects; complete an optional side quest and you just might be awarded the most powerful weapon/armor in the game. Your stats and skills will increase. There is a ceiling to your levels. When you are three-quarters of the way there, not even the final boss can touch you.

Imagine a third-person action-adventure game that lets you take control of a character on a quest to save the world. Maybe she has a humble childhood, uneventful teenage years, and when she becomes an adult, a world event shockwaves through her little existence and destroys her comforts. She knows where the detonation occurred, always has it in her sights. Her alpha has been established. The omega is something she would have never imagined.

And so the adventure begins. The premise is nothing special since it can describe quite a number of games. There may be themes, but like books, themes are usually not the hook. Whatever the pull, there is no denying the game has been designed to immerse you into an epic journey with an equally outlandish destination. The game will offer you monsters to kill, dungeons to raid, pursuers to escape from, allies that will become your family, and a love interest that will embrace you in the final shot. The difference in this game is in your character’s changing appearance.

The majority of games don’t have to establish you, the player, as the almost godlike character that will cut through an obscene amount of monster mobs to reach the last boss. You may overpower the aggressors, but the only thing about you that is truly invincible is your clothing. No matter how many times you are hit by objects of varying size and velocity, your appearance will always be pristine. There are game that have battle-damage yet is nothing more than damage from that battle - something that will heal when the stage is complete.

The kind of damage this game aspires to is fatigue. The game doesn’t aim for real-time clothing damage. Like how a character’s outfit is a reflection of their personality, the damages on the clothing reflect the physical and mental state of the character at a given point in the story; like a character’s trajectory only this plots change in appearance. It’s reasonable to have her start in clothing that is in relatively good condition. And she will go through wardrobe changes, but when she reaches the final boss, she will not be untouched.

You have put her through an adventure that has lasted fifteen of your hours. She has killed countless baddies and probably has been hit twice that. Her weapon and armor are beaten, much like her skin. You can see it. The change in appearance, the expression on her face matching her body language. Her shoulders are slouch, she can barely keep her head up. Perhaps the clip holding up her hair has broken. She doesn’t need to push her hair back because sweat is clinging it to her face. She has been pushed and shoved and penetrated yet she still has fight in her because she has to unleash herself onto one more person. And when the dance is done, she can drop down onto her knees and take comfort that it’s over.

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