That said, this unsatisfying "you do you" type of answer just begs the further question 'which kinks are too niche for a mainstream audience?'
The answer depends on who you ask:
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Be aware that if you google this yourself, many of the results will be made by companies selling something. For example, one sex toy retailer's list had "Popping Balloons During Sex" in their Top Ten, something I had never heard of before. Later, I realized they probably sell balloons.
The maintainers of F95Zone could, in theory, add the number of downloads each game has to a master counter of how many times a kink would appear in each game. So could VNDB, Patreon, or Steam, but good luck getting their cooperation. (And note, of course, that these would be
four different audiences, albeit with some overlap.) But you could also probably just look at the top 10 games, and see which tags they used, and be within an order of magnitude of the same results.
Instead, I offer a simpler method of trawling the data that's publicly available here on F95Zone using
the Search Tool. (And also
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and
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too) Simply check how many games have that tag.
For example, we can easily see that, as of the time of my post, here on F95Zone, Corruption has (91,) Creampie has (203,) and Lesbian has (127.)
Now, people who make ero games aren't necessarily
your target audience. And elements which are harder to make will, naturally, appear in fewer games. But this might give you some idea of what's popular and what isn't.
(Be aware of kinks which are further stratified by nature of the tools used to make a game, though. For example, tentacles are a lot easier to implement in 2D than in 3D, while Combat is a lot more likely in an RPG Maker game than in Ren'Py, because RPG Maker includes a remedial combat engine by default.)
If you're actually asking "which kinks will a vocal minority of users on this site
complain about," just look at the threads that already exist. If even one person complains about a kink in any thread, assume that person will also come to
your thread,
just to complain about it.
Next,
assume you don't care what they think.
Problem solved.
Fun sidenote: Back when porn was only available on like DVD and VHS tape, the successful porn companies at the time had it down to a
science how many seconds of runtime to make each position last. What percentage of the tape should be anal, what percentage oral, the length of scenes, how often to switch to a different actress, etc. This data is actually
no longer useful now that porn is on-demand. People who want to watch buttsex can just watch a streamed video that's 100% buttsex. It turns out nobody actually wanted to watch a tape that's 10% buttsex, they wanted to watch the buttsex portion of that tape on a loop, and they put up with buying (or renting) the rest of the tape for that. They experimented and found the trade-off that pleased the most number of end-users with the fewest separate recording sessions. (It's possible some similar magic ratio exists for making these games, but it will probably depend as much on your art pipeline as consumer expectations.)
This underscores the importance of doing your own market research, because consumer behavior will always change as technology and culture continue to change.