- Oct 1, 2020
- 40
- 13
As I dive deeper into this world of Pornographic Video Games (is there a better term/title?), I've become a little perplexed by the process of creating these games. I am a little confused by the various content developers who release their games prior to completion. Call me old fashion, but I feel like more of these games would be appreciated and liked if they were completed, tested, and then released for the public’s consumption. If making a game all at once is too much of an undertaking, then perhaps folks would respond more positively to games that were released in three segments: beginning, middle, and end. Then again, maybe a lot of developers are lacking an overarching plot, or objective for their game, which would explain their desire to receive feedback. Anyway, I am hoping that a few individuals could provide some insight into how they go about creating their games. Also, let’s be clear, in no way am I an authority, or of expertise in this industry. I’m just another horny dude who wishes to see these games become a part of the mainstream and perhaps I am advocating for the game developers.
The following question is my biggest question to all of the developers on here:
Why are so many developers listening to the general public and kowtowing to the various voices objecting to their decisions throughout the creative process?
Too many hands in the pot waters down the creative process!
Think about some of the greatest record albums, musical compositions, movies, video games, and other forms of popular entertainment that started with one-to-five people in a room. Sure, the process opens up to a wider array of people to make the vision a reality, but the focus, and initial concept of the art tends to have a limited number of individuals active in the creative process. Think about the creation of albums like Sgt. Pepper, Ziggy Stardust, Darkside of the Moon/The Wall, A Night at the Opera, Nevermind, Straight Outta Compton, What's Going On, Speakerboxx/The Love Below and so on; these albums were a departure from the artists pervious works and pushed popular music forward. None of these artists were seeking constant approval from their audience, or even curtailed their art based on the whims of critical reviews, but rather made the albums they wanted to make. These artists also made completed and fully produced products. They wanted the public to hear their completed albums. Once art leaves the hands of the creator, it becomes a part of the public sphere. Therefore, by releasing an unfinished product into the public sphere, you are welcoming a million voices to destroy your vision. Remember, the public only knows what you have presented. Their ignorance to your overarching goals and vision for your game hinders their ability to offer an objective critique.
I guess what I am trying to say is, do what you want game creators. Fuck the noise and stay the course. Make your creative vision a reality, but complete it, test it, and then pass it onto the public for judgement. In the end, if you believe in what you created, then who cares what the rest think.
Thoughts?
The following question is my biggest question to all of the developers on here:
Why are so many developers listening to the general public and kowtowing to the various voices objecting to their decisions throughout the creative process?
Too many hands in the pot waters down the creative process!
Think about some of the greatest record albums, musical compositions, movies, video games, and other forms of popular entertainment that started with one-to-five people in a room. Sure, the process opens up to a wider array of people to make the vision a reality, but the focus, and initial concept of the art tends to have a limited number of individuals active in the creative process. Think about the creation of albums like Sgt. Pepper, Ziggy Stardust, Darkside of the Moon/The Wall, A Night at the Opera, Nevermind, Straight Outta Compton, What's Going On, Speakerboxx/The Love Below and so on; these albums were a departure from the artists pervious works and pushed popular music forward. None of these artists were seeking constant approval from their audience, or even curtailed their art based on the whims of critical reviews, but rather made the albums they wanted to make. These artists also made completed and fully produced products. They wanted the public to hear their completed albums. Once art leaves the hands of the creator, it becomes a part of the public sphere. Therefore, by releasing an unfinished product into the public sphere, you are welcoming a million voices to destroy your vision. Remember, the public only knows what you have presented. Their ignorance to your overarching goals and vision for your game hinders their ability to offer an objective critique.
I guess what I am trying to say is, do what you want game creators. Fuck the noise and stay the course. Make your creative vision a reality, but complete it, test it, and then pass it onto the public for judgement. In the end, if you believe in what you created, then who cares what the rest think.
Thoughts?