Community preferences in games development

PirateWorks

Newbie
Game Developer
Dec 19, 2018
35
61
Since past few months I have tried researching the community's preferences regarding game development but I fail to reach any decisive conclusion. So, this is my attempt to ask people directly. Currently I am working on a short game which I will introduce in march 2019, as a tech demo of the skills I have learnt in past 6 years. But before launching it, I would like to know a consumer's opinion on few topics and any feedback I receive would be immensely helpful.

1. Game Development Cycle
As a player, do you prefer completed games or the ones with progressive content updates?

2. Game Progression
What kind of content progression captivates you?
(a) Linear story with static dialogue script
(b) Linear story with branching dialogue tree and multiple endings
(c) Open-world type content where player can choose multiple side quests but main story is either (a) or (b)
(d) Complete sandbox where the game world is static and player chooses, how to make their own story

3. Player management system
Do people like games with heavy stat/inventory/time management systems or no management at all? Or, what is an acceptable balance between the two?
(Basically I want to know if people play adult games simply to relieve themselves, or are they engaged in it for something more)

4. Graphic style
Does anime or 3d graphics make a huge impact on whether people will play your game?

Lastly, I know that none of my queries can be generalized and that every individual has their own preferences. As a game developer, I already have certain answers to those questions in mind but I would like to know different opinions so please help me out by stating your preference in any of the mentioned points.

P.S. I am also looking for a reliable uploader for when I release my game.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,058
I think this by @79flavors summarizes what the community wants, if you don't feel like clicking I'll summarize the sentiment by saying this:

There is a forum 'community' here of people who enjoy adult games/make mods/make games, but what type, how they look, and the content they contain is absolutely divisive.

If you make a game in a style you enjoy, it's much more likely for you to be able to keep making it until you find an audience for it.

But I'll answer your questions the best I can...
  1. I prefer complete games, but I don't avoid ones that aren't finished if they've received at least a good amount of content spread over multiple updates.
  2. I prefer B or a mix of C and D (Sandbox with story elements interwoven).
  3. I don't keep playing games that require very repetitive tasks / high investment mini-games to progress, unless I can find a way around them... usually by ripping them open and cheating :whistle:.
  4. Hand-drawn games are way more appealing to me (some preference towards Anime style), for 3D I still also prefer the less realistic style... Even DAZ is alright sometimes, it just takes more effort to convince me to try them.
 

Hadley

Well-Known Member
Sep 18, 2017
1,021
1,837
I just hate Games that have no clear and easy route. Some of these Sandbox Games that make you check out every fucking location at a specific time to find that single Event trigger. I can't be bothered... thats just a waste of time for me.

I pretty much only play VNs without that shit that give me a somewhat linear Story with some branches.

When Games try to incorporate Gameplay, Stats and stuff like that it rarely really works out. People play this type of Genre for some nice interactive Romance-Stories and not to be forced into some shitty Mini-Games.
 

obibobi

Active Member
May 10, 2017
824
1,978
1. People prefer completed games but if you plan on making money from it you should make it progressive

or be controversial, make a completed game, release a good chunk of it, get someone of note to verify it's completed and make the community pay for the rest. I would pay for a good completed game to encourage more but I don't think a lot of people have the sense to do that, they will go "$60 for a sex game" as we spend $10 every month for 3 years.

2. Linear progression is the best but with a sense of exploration, you click on specific areas. Summer Time Saga as an example.

3. A game is the sum of it's part and if you are good at adding these things go for it but there are lots of games with shit grindy mini games.

No one sane likes time management.

4. 3D is the most popular/easy to do compared to hand drawn animation.

TIP: Have one very well designed girl with a developed personality and storyline. You can have more of course but make sure to have at least one stand out. People love that shit
 
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shapersoul

Newbie
Dec 21, 2018
47
396
Do people like games with heavy stat/inventory/time management systems
stat management that can lead to different outcomes has potential, time management can be done right but is usually just a pain in the ass, inventory management is the bane of my existence in gaming and IRL.
 
2

215303j

Guest
Guest
1. Game Development Cycle
As a player, do you prefer completed games or the ones with progressive content updates?

2. Game Progression
What kind of content progression captivates you?
(a) Linear story with static dialogue script
(b) Linear story with branching dialogue tree and multiple endings
(c) Open-world type content where player can choose multiple side quests but main story is either (a) or (b)
(d) Complete sandbox where the game world is static and player chooses, how to make their own story

3. Player management system
Do people like games with heavy stat/inventory/time management systems or no management at all? Or, what is an acceptable balance between the two?
(Basically I want to know if people play adult games simply to relieve themselves, or are they engaged in it for something more)

4. Graphic style
Does anime or 3d graphics make a huge impact on whether people will play your game?
.
1. Progressive as long as the updates are big enough
2. Prefer linear with branches. Downside is that there is a lot of content that many will never see. But to me, choices should matter.
3. No management please, it's usually done poorly and only a distraction.
4. No strong preference as long as it's done right, but maybe a slight preference towards Daz. To me story is way more imporant than graphics though.
 

PirateWorks

Newbie
Game Developer
Dec 19, 2018
35
61
I think this by @79flavors summarizes what the community wants
Yes, I have read through it entirely and so far I don't think there is something in my game that would go completely against community preferences; whilst highlighting a particular style of gameplay and story which is unique to me.

But to me, choices should matter.
To what extent do you think that choices should matter? There could be minor consequences that affect certain aspects of the story or, there could be choices that affect the entire story and endings all together.

I personally think that choices matter only to the extent that they give a sense of control and involvement instead of it affecting entire game's plot. But I would like to know what you think.

I have read everyone else's replies too, I am only replying to the ones that I think could lead to more discussion. Thanks for the feedback so far.
 

Akamari

Forum Fanatic
Donor
May 28, 2017
4,371
13,330
Since past few months I have tried researching the community's preferences regarding game development but I fail to reach any decisive conclusion. So, this is my attempt to ask people directly. Currently I am working on a short game which I will introduce in march 2019, as a tech demo of the skills I have learnt in past 6 years. But before launching it, I would like to know a consumer's opinion on few topics and any feedback I receive would be immensely helpful.

1. Game Development Cycle
As a player, do you prefer completed games or the ones with progressive content updates?

2. Game Progression
What kind of content progression captivates you?
(a) Linear story with static dialogue script
(b) Linear story with branching dialogue tree and multiple endings
(c) Open-world type content where player can choose multiple side quests but main story is either (a) or (b)
(d) Complete sandbox where the game world is static and player chooses, how to make their own story

3. Player management system
Do people like games with heavy stat/inventory/time management systems or no management at all? Or, what is an acceptable balance between the two?
(Basically I want to know if people play adult games simply to relieve themselves, or are they engaged in it for something more)

4. Graphic style
Does anime or 3d graphics make a huge impact on whether people will play your game?

Lastly, I know that none of my queries can be generalized and that every individual has their own preferences. As a game developer, I already have certain answers to those questions in mind but I would like to know different opinions so please help me out by stating your preference in any of the mentioned points.

P.S. I am also looking for a reliable uploader for when I release my game.
1. Completed game would be ideal, but unless you can secure funding beforehand, progressive is the way to go.
2. If it's a VN then (b) Linear story with branching dialogue tree and multiple endings
If it's a RPG then (c) Open-world type content where player can choose multiple side quests but main story is (b)
3. They sound good on paper, but more often then not they are too shallow and/or obnoxious. I would go with these only when certain they add something to the game and not detract it.
4. I prefer realistic 3D graphics, but both styles have their markets.
 

DawnCry

Well-Known Member
Nov 25, 2017
1,214
1,950
1. Game Development Cycle
Progressive content updates, if you like a game, you will always want it to be bigger and bigger. The main problem that many creators have is mainly based on an insuficient starting system, basically what they will add in the future isn't supported at the start.

2. Game Progression
Between c and d, many games have a and b because they are easier to do, personally I have always been a fan of strategy games so I always like freedom, I especially like that the player isn't the center of the world and that things can happen around him.

3. Player management system
Balance would be the best, depending on what you want to do, for example time management, imagine that you have a mission to save a village from a goblin assault, in this situation you need a time limit and there should be an effect for being defeated or not helping.

If we talk about stats... well again it depends on what you want to do and how complex it is. One problem that I have seen in many games is that they don't manage well the fetishes within it, what I mean is... divide main fetishes and side fetishes, main fetishes should be integrated in the game system, it doesn't mean that they can't be avoided but only within the game rules.

Side fetishes should be kind of initiated by the player and optional.

An example of it would be for example a femdom game which follows your submissiveness or how dominant the girls become, a NTR game which follows her love towards you and towards other characters, a maledom game which follows how submissive the girls become and their attitude change towards your orders.

4. Graphic style
Personally I prefer anime style rather than 3d, however I would say that if you do a good game it won't matter. I have seen succesful examples of both styles so... just choose the one you like


Lastly I would give a recommendation, first focus in a good system for any game you do, a system that gives you enough freedom to do what you want.

Personally I'm a fan of games in which bad things can happen, it can be to the MC, to girls... one of the games that I truly liked was sengoku rance, and in this game happens a lot of shitty things (be it what happens to Nobunaga, to Kouhime, death of multiple characters...), in fact based on this point the game that I liked the most was kichikuou rance, you can obtain a perfect or almost perfect ending or lose so many things... the world keeps moving and if you just slow down and wait... a lot of shit happens.
 

Catapo

Member
Jun 14, 2018
234
432
1. While I would prefer completed games I know that development takes time and resources so I am ok with progressive updates BUT if devs take multiple months for an update with 10-15 minutes of content then that is a huge NO from me.

2. I prefer the C option: Having a main story but giving the players the option to take breaks and do other things in the game.

3. I think many devs complicate their games with these systems that are not needed in the first place. It's okay to have them but only if they are really necessary and are made as simple as needed for the game.

4. I would pick badly drawn 2D art over realistic 3D anytime.
If it doesn't try to be realistic I'm more ok with 3D art but I still prefer 2D cartoon/anime art.
 

Wilown

Newbie
Sep 28, 2017
49
11
I'm surpised you look for that kind of basic information about where to go on your game only one month before your supposed release.

To me you should know all these at first and make a plan so you won't loose yourself in the development.

1) I prefer updates, especially for a one month development. a completed game wouldn't be memorable at all with that much work into it.

2) Linear with a few important branches based on what your game focuses be it a story point or a kink. It's the easiest way to go while giving some interactivity to the game.

3) Ressource management is usually grind fest and isn't worth it. Maybe you should avoid that for your first game in order to focus on what's important. Story and character depths.

4) 3D is usually the way to go because 2d artists are usually expensive in time and money. A good honey select can do the trick until you can manage daz. I never touched it but I heard it was so greedy it took hours for single images.
 

recreation

pure evil!
Respected User
Game Developer
Jun 10, 2018
6,267
22,298
1. completed
2. b, but all of them can be good
3. both. A well balanced game is always the best ;)
4. I personally have no preferences, but the majority of people seem to prefer realistic 3D
 

PirateWorks

Newbie
Game Developer
Dec 19, 2018
35
61
Lastly I would give a recommendation, first focus in a good system for any game you do, a system that gives you enough freedom to do what you want.
Yes, I am fully prepared with all game development tools with which I can dish out work in the most efficient way. Of course, there is always more to learn, but I can make a game from start to finish with what I have learnt so far.

I'm surpised you look for that kind of basic information about where to go on your game only one month before your supposed release.

To me you should know all these at first and make a plan so you won't loose yourself in the development.
The game I am releasing first is like a prototype of my skills. It is a complete game that can be played but I will start work on my main game after receiving feedback from this thread, feedback from my game and after considering opinions of more people.

Thanks to others too for the feedback so far.
 

HiEv

Member
Sep 1, 2017
384
779
1. Game Development Cycle
As a player, do you prefer completed games or the ones with progressive content updates?
This depends on the size of the game. I'd prefer the first release be at least 30 minutes of content with at least a couple of sex scenes. If that's the whole game, then completed is preferable. If the game is going to end up being 4-6 hours of content, then that amount is fine for progressive content updates.

2. Game Progression
What kind of content progression captivates you?
(a) Linear story with static dialogue script
(b) Linear story with branching dialogue tree and multiple endings
(c) Open-world type content where player can choose multiple side quests but main story is either (a) or (b)
(d) Complete sandbox where the game world is static and player chooses, how to make their own story
Options (b) or (c) are fine. Option (a) is basically a story, in which case I'd probably rather just read it as a story. Option (d) leads me to analysis paralysis, where there are too many unknown options to choose from, so I tend to drop them.

That said, if you do option (c) then you need to have some kind of reminder or quest tracker so that if I put the game down and pick it up later, I can remember what goals I can aim for. Option (b) pretty much does that already by limiting your choices.

3. Player management system
Do people like games with heavy stat/inventory/time management systems or no management at all? Or, what is an acceptable balance between the two?
(Basically I want to know if people play adult games simply to relieve themselves, or are they engaged in it for something more)
This answer depends on the game, but basically you should have the minimal amount of those things as is necessary, and try to make them as unobtrusive and simple to use/understand as possible.

You want to enjoy the story, and not waste time with things like "inventory Tetris" or whatever.

4. Graphic style
Does anime or 3d graphics make a huge impact on whether people will play your game?
I lean slightly more towards drawn/anime style art than 3D graphics, just because 3D tends to stray into the a bit too much for my liking. I'm not saying 3D art can't be done well, I'm just saying it's often done less well than hand drawn art.

Really though, what's more important to me is good character design. Every character should have something about both their appearance and their personality which sets them apart from the other "background characters" in the game (if there are any). If you forget a character's name you should always be able to say something like, "The girl who always wears the red choker," or, "The girl who has the kitty-cat fetish," and everyone who plays the game will know who you're referring to. If your characters are basically like "brown haired girl with big boobs #3" then I move right on. But have a "perky girl who has twintails tied with bright blue ribbons which match her eyes" and you'll have my attention immediately.

Just my thoughts. Hope it helps. :)
 
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sabia

Newbie
Aug 25, 2017
74
69
I'm not reliable but I can upload your shit if you PM me.

To add on the previous replies I'm ok with whatever art style. To me a story is easier to sell me on to the game than the art itself. As a matter of fact I'm even ok with real porn games but it's by far not the community preference.
 

icesun

Be nice! Until it's time to not be nice...
Former Staff
Nov 2, 2018
893
2,404
1. Game Development Cycle
As a player, do you prefer completed games or the ones with progressive content updates?

Getting an already completed game and thus not having to wait x months/years being fed tiny bits is generally preferable, but having the playerbase (or at least a chunk of it) as a resource (finding bugs + typos / playtesting in general / polls / whatever) is extremely valuable and I totally get that especially as a solo developer or small team that's even priceless.

2. Game Progression
What kind of content progression captivates you?
(a) Linear story with static dialogue script
(b) Linear story with branching dialogue tree and multiple endings
<--- this, but I can handle any of these without complaint
(c) Open-world type content where player can choose multiple side quests but main story is either (a) or (b)
(d) Complete sandbox where the game world is static and player chooses, how to make their own story


The thing is: you ordered this very well from least to most effort having to be put in to make it turn out well...

3. Player management system
Do people like games with heavy stat/inventory/time management systems or no management at all? Or, what is an acceptable balance between the two?
(Basically I want to know if people play adult games simply to relieve themselves, or are they engaged in it for something more)


I don't care - it just has to fit to what the game wants to deliver...
And to put this bluntly: For "just relieving ourselves" there's porn... ...but needing a Ph.D. to get through your game doesn't help either... ;)

4. Graphic style
Does anime or 3d graphics make a huge impact on whether people will play your game?


I can only answer for myself, of course, but no, not at all... Having high quality 3D renders / animations is definitely a nice bonus, but it's far from being everything...
 

PirateWorks

Newbie
Game Developer
Dec 19, 2018
35
61
And to put this bluntly: For "just relieving ourselves" there's porn... ...but needing a Ph.D. to get through your game doesn't help either... ;)
Great advice. What I aim to do is give just enough management to let the player feel that he is in control, without over-complicating it. But you put it into better words.
 
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