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Feature: 'The Challenge of Sex: The Sex in Games Design Challenge'

Today's main Gamasutra feature revisits and expands on the presentations for the 'Sex in Games Design Challenge' given at last November's Montreal Games Summit, interview...
Today's main Gamasutra feature revisits and expands on the presentations for the 'Sex in Games Design Challenge' given at last November's Montreal Games Summit, interviewing participants about titles such as Heather Kelley's Lapis and Frank Lantz's Sporgy. As Bonnie Ruberg's introduction to the article explains: "2005 was a year of questions about sexual content in games. Is it moral? Is it tasteful? Is it revolutionary? Or is it just inevitable? Whatever your take on the sex in games debate, one thing is for sure: it poses a unique challenge for video game developers. Sex may be a basic human function, but it involves a complicated set of mechanics, both physical and emotional. How does an act as complex as sex translate to interactive gameplay? Designers of the infamous GTA “Hot Coffee” patch took the easy road; after all, sex doesn't get much simpler than hitting the shift key to switch positions. Contestants in a recent game design challenge, on the other hand, have given the question of developing sex a more in-depth and creative look." You can now read the full Gamasutra feature on the subject, including further exclusive interviews and details from the participants (no registration required, please feel free to link to the article from external websites).

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