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Joshua, a British multimillionaire heir, had allocated part of his family's money to create a video game company focused on stories of gay male characters. The company had been named by Joshua with a peculiar name, Massive Data. As many of his employees knew, Joshua had chosen the name “Massive” because that’s how he liked to refer to his own cock, 8 inches hard, which Joshua liked to flaunt.
Although he was attractive, Joshua was quite skinny, which made his cock appear even larger. The team Joshua trusted most with the work was divided between men who felt repulsed by his harassing and bullying manner and others who felt a strong devotion to his harshness and centralizing leadership. With very few exceptions, he recruited his employees much more for their looks than for their talent. His main fetish was for muscular men with bubble butts. For them, Joshua paid a salary far above the market rate. Most of them ended up in Joshua’s bed, driven by a mix of deference to the boss and a curious reaction of devotion to the thickness and length of his dick. Joshua had been accustomed to these reactions since he was very young.
His company had already developed two moderately successful games, Battle of Swords and Muscle Island, both a mix of action and RPG. But Joshua wanted a perfect game. “Alpha Showdown” had been in development for five years. Both the aesthetics and the storyline would be based on Final Fantasy, but with an engine that produced more realistic graphics, less inspired by anime. Joshua wanted a good story with muscular men, romance options, many cutscenes involving sex, and the possibility to play the story with minimal clothing (or even none).
At 34 years old, Joshua felt that Alpha Showdown would be the game to which he would dedicate all his energy. The protagonist would be based on himself, including his appearance. The graphics team was instructed to correct some "imperfections," making his face squarer and his body more muscular.
The story involved complex battles, travels to remote locations, and many side quests. The main character's mission was to recruit three companions in different places. Like the main character, two of these companions would be the ultimate representation of masculinity: leaders, strong, virile, capable. They would end up in bed with the protagonist, who would top all of them. The third would be a blonde twunk in his earlies 20’s. In addition to occasional sex with countless non-playable male characters, the protagonist could form stronger bonds with his three companions, turning them into his exclusive bottoms.
Joshua already had a solid idea for two of them: a muscular, furry red-haired pirate, the leader of a settlement in cities built between dunes and deserts; and a young paladin, a holy blonde young man with healing magic and passive abilities. His idea for the third character was still in development, and the team was complaining about the delay.
The inspiration for these two characters came from a couple he knew, Tom and Henry, and Joshua planned to persuade them to grant him the rights to picture them in the game. Tom was a muscular hairy man from Ireland, also his business partner, and Henry was his twunkboyfriend. They had a famous Instagram account called WolfAndBunny, where they posted couple pictures. Joshua saw them in those characters and was obsessed with the idea.
A rude and relentless boss, he had a reputation for overworking his employees and demanding more than they were accustomed to. He had been dissatisfied with the graphics of his first two games. But that was about to change as soon as Joshua laid eyes on the work of a Brazilian artist named Gustavo. At that point, the story of Joshua and his game would change forever.
Although he was attractive, Joshua was quite skinny, which made his cock appear even larger. The team Joshua trusted most with the work was divided between men who felt repulsed by his harassing and bullying manner and others who felt a strong devotion to his harshness and centralizing leadership. With very few exceptions, he recruited his employees much more for their looks than for their talent. His main fetish was for muscular men with bubble butts. For them, Joshua paid a salary far above the market rate. Most of them ended up in Joshua’s bed, driven by a mix of deference to the boss and a curious reaction of devotion to the thickness and length of his dick. Joshua had been accustomed to these reactions since he was very young.
His company had already developed two moderately successful games, Battle of Swords and Muscle Island, both a mix of action and RPG. But Joshua wanted a perfect game. “Alpha Showdown” had been in development for five years. Both the aesthetics and the storyline would be based on Final Fantasy, but with an engine that produced more realistic graphics, less inspired by anime. Joshua wanted a good story with muscular men, romance options, many cutscenes involving sex, and the possibility to play the story with minimal clothing (or even none).
At 34 years old, Joshua felt that Alpha Showdown would be the game to which he would dedicate all his energy. The protagonist would be based on himself, including his appearance. The graphics team was instructed to correct some "imperfections," making his face squarer and his body more muscular.
The story involved complex battles, travels to remote locations, and many side quests. The main character's mission was to recruit three companions in different places. Like the main character, two of these companions would be the ultimate representation of masculinity: leaders, strong, virile, capable. They would end up in bed with the protagonist, who would top all of them. The third would be a blonde twunk in his earlies 20’s. In addition to occasional sex with countless non-playable male characters, the protagonist could form stronger bonds with his three companions, turning them into his exclusive bottoms.
Joshua already had a solid idea for two of them: a muscular, furry red-haired pirate, the leader of a settlement in cities built between dunes and deserts; and a young paladin, a holy blonde young man with healing magic and passive abilities. His idea for the third character was still in development, and the team was complaining about the delay.
The inspiration for these two characters came from a couple he knew, Tom and Henry, and Joshua planned to persuade them to grant him the rights to picture them in the game. Tom was a muscular hairy man from Ireland, also his business partner, and Henry was his twunkboyfriend. They had a famous Instagram account called WolfAndBunny, where they posted couple pictures. Joshua saw them in those characters and was obsessed with the idea.
A rude and relentless boss, he had a reputation for overworking his employees and demanding more than they were accustomed to. He had been dissatisfied with the graphics of his first two games. But that was about to change as soon as Joshua laid eyes on the work of a Brazilian artist named Gustavo. At that point, the story of Joshua and his game would change forever.