Things are proceeding pretty smoothly. About 50% done a new quest, with a pretty interesting design if I say so myself- I’ll post some screens for Backers when things are a little more complete. Finally getting the sleeping sprites done for Meline and Elaiya, too.
Anyway, on with the show.
Every third quest has you killing a bunch of clockwork nerds, or bandits, or just some royal guards. Often times the worst wars or unrest comes when the population booms. … So is there an in-story reason there is an excess population the hero is helping cull?
You know, I never really thought of that. Probably? That is a lot of dudes- over 300, even without daily quests. An excess population (particularly an excess population of men, though I’ve never heard of the opposite) has historically lead to unrest, war and crime. I never wrote any such thing into the game, though.
I do have a Doylist explanation, though: human antagonists are more interesting to write about.
It’s probably unsatisfying to hear, but most monsters have very simple motivations. Vampire counts and demonic conspiracies aside, a lot of monsters have no dialogue and no motivations outside “protect my territory” and “get something to eat when you’re hungry”. There’s a reason why random encounters exist- hordes of perfectly anonymous monsters in most RPGs that show up, kill or be killed, and have no lasting impact on the story.
Instead of random encounters, combat in Harem Collector is firmly focused on quests. Because each of these quests has its’ own little story, it’s just easier to write around an understandable antagonist. There are a few quests built around other monsters, either incidentally or as minions of a more relate-able threat.
So there’s the simple truth- I put a lot of human antagonists in the game because it’s easier to justify in-story. Sorry that there’s no deep story reason behind it.