That is on the creators not the customers. My problem is with the Patreon model. How can you justify a subscription of say 10 dollars for a VN? One that has what, 4 to 5 updates a year if you're lucky? That amounts to a couple of hours of content made up of still images and 10 second animation loops. Thats 120 bucks a year. A triple A game that comes with 10+ hours of content, recorded audio lines, actual gameplay among a million other things costs about 60 dollars. So tell me how is that justifiable?
Miss me with that crap. It's up to the devs to find a better way to monetize their games. Or put up finished products for a set price. I would 100% pay 10 bucks for a game like Melody for example. 5-8 bucks from Inceton's first season of Summer with Mia. Instead of relying on platforms like SS and Patreon maybe make your own website. Force players to go in without adblock and run some ads. Wanna get access to a dl link? just watch 3 damn minutes of non-intrusive ads. I'd be down for that. I don't know how feasible these ideas are but there has to be a better way.
I'm partially with you there. I also don't like the Patreon model, I prefer to buy full products.
I financed some games on Kickstarter, I bought House Party on GameJolt, BADIK on GOG. I don't do subscriptions if I can avoid it.
Anyway ... you can't compare this to a commercial game. Commercial games sell hundrets of thousands of copies, that's how the publishers can afford to sell them for 60$ each.
If THIS dev had 100000 customers, each one paying a one time price of 30$, he would have earned 3 million and would not need patreon or anything else.
No, the vast majority of us are freeloaders, the dev gets nothing from us, nada, zip.
If this game ever gets finished and released on a DRM free platform (or better: not Steam), I'll gladly buy the finished product. It's more than worth it. I am not patreon material however.