GingerSweetGirl
Engaged Member
- Aug 23, 2020
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Being a dev is INCREDIBLY difficult. I will never argue differently. Aside from the biggest devs like Dr Pink Cake, I have no expectation of a dev devoting the equivalent effort of a full-time job to their game. This stuff is just a hobby, and if they can make some extra money doing it I think that's great! I don't begrudge any dev who needs to take time off, or who gets sick. Palmer seems like a stand up person, so I really, REALLY, don't want to come across as criticizing him personally.______________________________________++++++++++++++++++_______________________________________
To me the issue is clear. These slow burn corruption games are too ambitious and narratively complex for a single-person dev. They get stuck spinning their wheels instead of having fun. Daz is a difficult program, it can be rewarding or it can be a pain in the butt. You need to be enjoying what you’re creating, and I think a lot of devs get into trouble because the narrative requires lots of work on boring (to create) establishing scenes. Instead of making the scenes they really want to, devs get stuck creating endless coffee shop scenes with characters having conversations. In these scenes there may be stolen glances or the infamous fabric touching, but not much else. Actually, imagine that making these games were profitable that it's actually your job. Serious... that a developer can spend 8 hours a day at it 5 days a week working on their project. From what I understand it's just Mr. Palmer and an artist. So what money is being made is being split... and it's really not a lot of money.
As games get into Act II, the expectations for sexy scenes increase. But for slow corruption games that seems to trigger a disproportionate number of set-up scenes. Can’t cut right to the chase, now there needs to be a scene or two before the sexy scene in order to justify why the sexy scene can happen. This results in months of developing conversation scenes at restaurants or bars. It’s a recipe for becoming burnt out. Story writing is surprisingly difficult. Besides the obvious of creating a good plot, the story takes on a life of its own. Timing, narration, development, evolution dictate how the story unfolds. Say by the second update Anna was banging everyone but David, what then? Everyone wants to see Anna's journey and enjoy the rising tension--people get personally invested in good characters.
Fundamentally I think the problems are strict linear storytelling, and serialized continuity. Event C can’t happen until Event B is finished, and we can’t even talk about Event B until Event A is completed. All of a sudden the game’s development is rigged and boring. In military terms it is called setting the battlefield... in the writers' world it's call progression
devs need to lighten up and have more fun. You can avoid being a fuckfest without being so joyless that the game isn’t entertaining.
But I do find the meta conversation around the development of slow-burn games to be fascinating. I think there's been a lot of evidence over the last 5+ years about what works and what doesn't; and I think a lot of that evidence has been ignored. Writing is incredibly difficult, I agree with you. But I feel that many devs can become prisoners of their own narrative. The slow corruption genre relies on steady the progression, and that's totally fine (I think everyone here knows what to expect at this point). The approach from many devs is a series of events that gradually escalate the tension, and that seems like a good idea. But in practice I think we find that it can result in a game that bogs down. Things can begin to feel tedious from the player's perspective (and I assume the dev's perspective as well).
No one is asking a slow corruption game to have wild sexcapades in episode 2, but after two and a half years we should be further along. If it was just APM that was progressing slowly it wouldn't be a big deal, but this is a repeating trend in the genre. How many slow corruption games just seem to stall out? It's something that can't be denied at this point.
And, for full disclosure, I/we have been working on our own game for over a year and a half. I mention this only because the process of doing so has given me great appreciation for the work that goes into making a successful game. It has really changed my outlook on devs and made me less prone to harsh judgement. Palmer has done a really good job by and large with this game and he should be proud. I do think it's worth looking at APM and other games like it and asking ourselves what we can do differently because I worry the audience is getting exhausted from being burned by too many games that never get completed.