I see the problem now, you think Im talking about the end experience while Im actually talking about someone getting started in game development. With FET it started focused on the scenes with a simple story in bk1. Just Aang saving a village and getting to lewd Katara. Its not until bk2 that the story becomes more involved, more girls, substantial route differences and all that. FET started out being hot as the focus and like any good dev they built their skills from bk to bk or project to project.
Look at most successful H devs and they started off on small projects, with simple stories and basic gameplay. With Mercenary's Adventure I was harsher on the story than it deserved to prove a point but even there where the story is meant to be simple the dev has come a long ways since their first game.
Imagine youre a talented dev, do you start off trying to make an ambitious game with your dream story? Most burn out doing that. Focus on the core experience, for H-games thats the scenes and the girls (if straight anyway). So make something someone would want to play and then make it sophisticated if you want after. You can always add story later. Executing the idea is secondary. Unique and interesting gameplay is pointless if the core experience isnt there.
Besides if you wanted to be successful most successful H-games are hot. FET itself wouldnt be so popular if it wasnt hot. Maybe some devs dont care if they are successes but it still feels better if people enjoy what you made.
And I do get people play games for different reasons. But analyze the successful games if you want to make H games. Correct me if Im wrong but they all started out being hot.
Look at most successful H devs and they started off on small projects, with simple stories and basic gameplay. With Mercenary's Adventure I was harsher on the story than it deserved to prove a point but even there where the story is meant to be simple the dev has come a long ways since their first game.
Imagine youre a talented dev, do you start off trying to make an ambitious game with your dream story? Most burn out doing that. Focus on the core experience, for H-games thats the scenes and the girls (if straight anyway). So make something someone would want to play and then make it sophisticated if you want after. You can always add story later. Executing the idea is secondary. Unique and interesting gameplay is pointless if the core experience isnt there.
Besides if you wanted to be successful most successful H-games are hot. FET itself wouldnt be so popular if it wasnt hot. Maybe some devs dont care if they are successes but it still feels better if people enjoy what you made.
And I do get people play games for different reasons. But analyze the successful games if you want to make H games. Correct me if Im wrong but they all started out being hot.