Ferghus

Engaged Member
Aug 25, 2017
2,957
4,553
Either way it's not the consumers fault. So many game developers have ran away with the money and never completed their games, giving updates only after long periods of time. That's what happens, people rather wait and see and pay later on.
It's not the consumers fault they decided to throw money at an in-dev project with literally single digit amount of people working on it, no portfolio to speak of, no safety net whatsoever, and is a common occurrence that these things fail? Y'all act like people put this much content into a game for the sole purpose of getting infinite money like it's a sure thing that doesn't take a ton of unpaid time and effort just to get off the ground. Then I'm supposed to believe that despite obvious effort being put into making the game actually enjoyable, that then simply decide "that's it, we're farming money. No more real work.". What kind of mustache-twirling villain world do you think we live in?
Maybe, just maybe, most devs bite off more than they can chew and burn out before they can finish.
 

Lerial

Member
Nov 12, 2018
235
169
^ sure. but another problem is, most people, don't want to pay for an unfinished game. or, to pay monthly for updates - updates that might not even BE monthly, either. and 100%, there are some devs that do that shit. hell, some games haven't had updates in YEARS, yet still get monthly 'hope this project isn't dead' payments.

i mean, this isn't even the only game i'm paying attention to, that basically hadn't been updated in half a year, due to an engine change. another, took OVER a year, to finish a minigame...

devs tanking projects can and will happen, but this monetization concept of 'pay us now and we might be able to keep going' seems a tad ridiculous, too.
it's not even like, kickstarter level of 'hope and prayers this'll work'.

most games, you pay for a finished project. or at the least, a project that is like 99.99% done and just needs patches, and later maybe dlc, rather than 'well, it's been four months, there's two new scenes totaling 10 mins of content'. indie devs not having the resources to make a game is a problem, but, y'know, sell a GAME, not 0.0.4 of a game.

these sorts of games are just in this weird little niche where, it doesn't exactly make sense to consider it from a 'normal game dev' perspective. do these devs deserve to be paid for their work? absolutely. for 'every patch', even though that's not what's going on here, fuck no. or, paid for a full game that - isn't a full game? also no.

it would be REALLY nice if we got something like patreon, without any rules to it, where you'd sign in to play games on a good porn game ish engine or something, so you'd pay maybe 5 bucks to play the games as is, then later when the dev's made more content, maybe you'd pay more for the more full game experience - luna in the tavern, while doing an AWFUL job at the whole monetization thing, seems to be able to do it. that way, their latest work can't get shared after one person pays for the patreon or whatever.

as is, the normal renpy/rpgmaker/unity sort of stuff's too easy to share, the devs don't really have enough financial support to potentially do this, and admittedly it feels a bit much to ask for money, before the project is even close to finished. patreon's alright because it's a pretty well acknowledged 'you're supporting me, not paying for X a dozen times over' sort of thing, that just doens't work out as great trying to sell the game before it's done. or, per version.
 
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Ferghus

Engaged Member
Aug 25, 2017
2,957
4,553
devs tanking projects can and will happen, but this monetization concept of 'pay us now and we might be able to keep going' seems a tad ridiculous, too.
it's not even like, kickstarter level of 'hope and prayers this'll work'.
And pray tell, what are devs supposed build their game on, hopes and dreams?
most games, you pay for a finished project. or at the least, a project that is like 99.99% done and just needs patches, and later maybe dlc, rather than 'well, it's been four months, there's two new scenes totaling 10 mins of content'. indie devs not having the resources to make a game is a problem, but, y'know, sell a GAME, not 0.0.4 of a game.
Again, support is entirely voluntary.
do these devs deserve to be paid for their work? absolutely. for 'every patch', even though that's not what's going on here, fuck no. or, paid for a full game that - isn't a full game? also no.
So don't pay them? How other people spend their money is none of your business.
it would be REALLY nice if we got something like patreon, without any rules to it, where you'd sign in to play games on a good porn game ish engine or something, so you'd pay maybe 5 bucks to play the games as is, then later when the dev's made more content, maybe you'd pay more for the more full game experience
So if a guy has 10,000 patrons, he's expected to somehow build a game over however many years on a budget of $50k? And for what, a safeguard against people who want to throw money at the dev every month? How is this a good idea?
as is, the normal renpy/rpgmaker/unity sort of stuff's too easy to share, the devs don't really have enough financial support to potentially do this, and admittedly it feels a bit much to ask for money, before the project is even close to finished. patreon's alright because it's a pretty well acknowledged 'you're supporting me, not paying for X a dozen times over' sort of thing, that just doens't work out as great trying to sell the game before it's done. or, per version.
So you want a completed game, but you don't want stable funding to allow a dev to work a game to completion unless it's already completed. It's not your money, but you think you know what's best for how other people spend their money. Am I getting this right?
 

Lerial

Member
Nov 12, 2018
235
169
didn't say anything about how people spend their money, merely 'most people won't work with this system, because it's kinda fucked'.
devs not having a bankroll to make games, doesn't change that.
 
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Ferghus

Engaged Member
Aug 25, 2017
2,957
4,553
didn't say anything about how people spend their money, merely 'most people won't work with this system, because it's kinda fucked'.
devs not having a bankroll to make games, doesn't change that.
Okay, but most people don't need to work with this system. Most people aren't going to work with the system you're suggesting either, since it quite frankly doesn't make any sense. The games that run on how Patreon current works is due to people willingly giving those devs their money. Your whole spiel about how it's "fucked" implies that there's some sort of injustice when there really aren't. If you're so offended by all this, just don't play games that aren't completed.
 

Lerial

Member
Nov 12, 2018
235
169
Okay, but most people don't need to work with this system. Most people aren't going to work with the system you're suggesting either, since it quite frankly doesn't make any sense. The games that run on how Patreon current works is due to people willingly giving those devs their money. Your whole spiel about how it's "fucked" implies that there's some sort of injustice when there really aren't. If you're so offended by all this, just don't play games that aren't completed.
it's not like i'm offended, that's kinda a stupid assumption.

the system of, indie devs don't have the money for a project, and people don't really want to pay for games that aren't done, is a 'broken' system - it's not an offended thing...
 

DjHover

New Member
Aug 9, 2022
14
13
Maybe these developers should start posting the game when it is already complete, in order to avoid being pirated as much as possible. Because for me as a consumer, doing the math at the time, this game would have cost 180$. Not even Sony triple AAA are worth that much.
One day when the game is truly complete, someone who is part of that 90% will be able to buy it at full price, which will almost certainly happen, and there they will recover what they ''lost''.

P.S.
Sorry for the bad English but it's not my native language.
 

RNGeusEX

Goodbye Eternity
Game Developer
Sep 2, 2018
263
3,933
Maybe these developers should start posting the game when it is already complete, in order to avoid being pirated as much as possible. Because for me as a consumer, doing the math at the time, this game would have cost 180$. Not even Sony triple AAA are worth that much.
Okay Mr. Genius, knowing that a background of this level of detail costs about $200, that a sprite with a few outfit variations costs $150, that an animation can cost between $500 and $2000 depending on the complexity and number of characters on it, the development time, the music and all the extras.

During the development of my game, I lived on a salary of $1,500 a month. Now that you're good at math, tell me if it's possible to achieve a game of this finish with such little income, without any extra(like patreon or same thing) funding?
 

ceremor

Newbie
Mar 29, 2023
34
59
Okay Mr. Genius, knowing that a background of this level of detail costs about $200, that a sprite with a few outfit variations costs $150, that an animation can cost between $500 and $2000 depending on the complexity and number of characters on it, the development time, the music and all the extras.

During the development of my game, I lived on a salary of $1,500 a month. Now that you're good at math, tell me if it's possible to achieve a game of this finish with such little income, without any extra(like patreon or same thing) funding?
hey dev , not hating but for your own mental health i recommend not arguing with people online , you will not change their mind most likely
 

kengador

Newbie
Aug 6, 2020
63
165
I'm a small youtuber and wanted a simple animated art for my music video,when i looked at the prices of different offerings i just used a random simple picture created with stable diffusion. Its really expensive. I can't even imagine how much a game like eternity would cost paying ppl to animate and draw stuff. If you want good looking art with good animations you need to pump a lot of $$$. Or else it will look like those cheap flash made games and people will lose interest and won't support your project. You'll just be a droplet in the sea of mediocre cheap hentai games everyone forgets about within 2 days. Looking at the updates the quality didn't diminish so they do care about this project. This game has quality, keeping it qualitative the devs need to fork out $$$ and if you as consumer want to keep fapping to quality tits and ass,support rngeus or shut the fuck up and stop complaining about the price or how they decide to do their work. Idiots comparing the price "hurrr mu durr i can buy playstation games with that price" Oranges and apples. rngeus is not a billion dollar company who has a hundred million dollar budget to keep consumer prices low(er). Nor do they have the reach,marketing, or the public to earn money to create such budgets or make profits even.
 
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DjHover

New Member
Aug 9, 2022
14
13
Okay Mr. Genius, knowing that a background of this level of detail costs about $200, that a sprite with a few outfit variations costs $150, that an animation can cost between $500 and $2000 depending on the complexity and number of characters on it, the development time, the music and all the extras.

During the development of my game, I lived on a salary of $1,500 a month. Now that you're good at math, tell me if it's possible to achieve a game of this finish with such little income, without any extra(like patreon or same thing) funding?
Sorry but I just have to take my budget into account, the game may have a very high quality (and it's true for this my compliments to your team) but this doesn't mean that it has to cost me that much. If you wanted to do a project like this you should have had a budget to start it and complete it and then sell it for an HONEST price. You can't sell a product like that. However, if you didn't like the Sony example (maybe it was too exaggerated :D) then let's take the example with a book: I'll sell you a page of my book for $5 but don't worry, another one will come to you, one will come out in 3/6 months, would you buy it? Oh and I don't know how many pages my book will have, maybe 10 or even 1000, in the meantime please continue to support me monthly. This is the harsh reality, you complain about piracy (which is EVERYWHERE) without putting yourself in the shoes of those who should actually support you. I hope that you will continue and finish this project of yours, but personally I will not pay until it is 100% completed (obviously as said before at a price that is within the reasonable range).
 

Nihil5320

Member
Jul 2, 2022
390
976
Sorry but I just have to take my budget into account, the game may have a very high quality (and it's true for this my compliments to your team) but this doesn't mean that it has to cost me that much. If you wanted to do a project like this you should have had a budget to start it and complete it and then sell it for an HONEST price. You can't sell a product like that. However, if you didn't like the Sony example (maybe it was too exaggerated :D) then let's take the example with a book: I'll sell you a page of my book for $5 but don't worry, another one will come to you, one will come out in 3/6 months, would you buy it? Oh and I don't know how many pages my book will have, maybe 10 or even 1000, in the meantime please continue to support me monthly. This is the harsh reality, you complain about piracy (which is EVERYWHERE) without putting yourself in the shoes of those who should actually support you. I hope that you will continue and finish this project of yours, but personally I will not pay until it is 100% completed (obviously as said before at a price that is within the reasonable range).
The problem is, as the dev that responded to you alluded to, that these games need up front funding. That is... limited... in adult game development as very few are willing to invest in it due to the inherent reputational risk.

So we end up with crowd funded models flourishing. They aren't perfect, they're often abused and there's a fundamental information disparity between buyer and seller than makes scams, failed projects and the like rather common but frankly without this model the vast majority of these games wouldn't get made at all.

Hopefully over time we'll see more investment in these kind of games and the more traditional model will creep in and outcompete these crowdsourced projects, given their inherent capacity for larger teams and management of larger scale projects, but I wouldn't bet on it happening quickly. This model also isn't entirely free of anti-consumer practices designed to nickel and dime people with your budget either, as they'll tend toward the most aggressive monetization strategies possible be it F2P with microtransactions, gacha, content dripped out via DLC etc.
 

Ferghus

Engaged Member
Aug 25, 2017
2,957
4,553
Sorry but I just have to take my budget into account, the game may have a very high quality (and it's true for this my compliments to your team) but this doesn't mean that it has to cost me that much. If you wanted to do a project like this you should have had a budget to start it and complete it and then sell it for an HONEST price. You can't sell a product like that. However, if you didn't like the Sony example (maybe it was too exaggerated :D) then let's take the example with a book: I'll sell you a page of my book for $5 but don't worry, another one will come to you, one will come out in 3/6 months, would you buy it? Oh and I don't know how many pages my book will have, maybe 10 or even 1000, in the meantime please continue to support me monthly. This is the harsh reality, you complain about piracy (which is EVERYWHERE) without putting yourself in the shoes of those who should actually support you. I hope that you will continue and finish this project of yours, but personally I will not pay until it is 100% completed (obviously as said before at a price that is within the reasonable range).
You're a smart guy, clearly. Tell me, what's stopping you from paying for the game once it's completed, hmm? What's stopping other people? And since you're so good at marketing, pray tell, how do you budget game development? Do you even know how much each individual asset costs off the top of your head? Music, background, the little UI icons, etc. What about the amount of man hours you can put into the game? Do you take extra long by doing it all yourself? How long would it take? Or what if you need someone to fix something you can't predict needs fixing. How do you budget that? Do you know how much freelancers cost per hour? Why don't you put yourself in the shoes of a dev? Maybe it's because you don't know the first thing about game development, let alone budgeting for one?

Man, if only those poor Patreon supporters could stop anytime they want. Better yet, they should find someone they want to support. Oh wait, that's what they're already doing. The harsh reality is that other people aren't you and they understand that game development costs money. They're not paying for a completed product, they're funding the creative endeavor of someone that doesn't have their own million dollar company. Why is this such a hard concept for people to understand? Do you guys really thing people are "buying" one update at a time? You're smart enough to understand that's a stupid idea, so think about it. Why would someone do that then? What could they be thinking, throwing money at someone every month for years?
 
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Lerial

Member
Nov 12, 2018
235
169
Okay, but most people don't need to work with this system. Most people aren't going to work with the system you're suggesting either, since it quite frankly doesn't make any sense. The games that run on how Patreon current works is due to people willingly giving those devs their money. Your whole spiel about how it's "fucked" implies that there's some sort of injustice when there really aren't. If you're so offended by all this, just don't play games that aren't completed.
why do people constantly think that, if you waste like 15 seconds making a post, you must care SUPER hard about it.
i'm not 'offended' just because i pointed out it's not a good system. i mean you yourself essentially pointed it out to a degree, too.
 
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Ferghus

Engaged Member
Aug 25, 2017
2,957
4,553
why do people constantly think that, if you waste like 15 seconds making a post, you must care SUPER hard about it.
i'm not 'offended' just because i pointed out it's not a good system. i mean you yourself essentially pointed it out to a degree, too.
If you don't "care super hard" about it, why are you replying to the same comment, insisting the same thing? My point was that if it bothers you so much, just avoid it. Talking about what payment models you think works is completely off topic and pointless. I don't know what you expect me to think when you took "15 seconds" to type 7 paragraphs, but you'd be even more of an asshole to start an off topic conversation with a half-assed essay for a topic you don't really care about. You would have been better off just not replying at all than to backpedal this hard, let alone do it twice in less than 24 hours. I didn't care enough to give you a reply the first time, if you couldn't take a hint.
 

theMickey_

Engaged Member
Mar 19, 2020
2,275
2,986
Here's another update from RNGeusEX on just now:


Last news
Here we are: after eight months of development, I've finally had the chance to play the Godot version of the game in a preview. While some elements are more than satisfying, I must face reality and make some difficult decisions.
I thought I could offer you this new version on time, but if you had it in your hands today, the gaming experience would really not be up to par, and an additional ten days of development wouldn't change that.
Understand me well: the version is playable and quite stable, but compared to the Renpy version, the Godot version is not yet there...
I do not wish to present you with a half-finished result, especially after a long wait.
However, don't panic: the release of version 0.8 is still scheduled for this month. Over time, one learns to anticipate problems, and I continued to develop the Renpy version while Selenyhr worked on the Godot version.
Once we finalize a few things, version 0.8 will be delivered to you in about ten days.
We've also noticed with Godot that the game size slightly increases. While this poses no problem on PC, the Android version might suffer, as Android does not allow files larger than 2 GB (this remains possible, but requires a different organization and a bit more time on our side).
I will also make the decision to postpone the release of the game on GOG, as the Godot version is not ready. I do not plan to sell the 0.8 version of Goodbye Eternity on Renpy only to switch game engines in the next update...
Sorry for this bad news... I believed in it until the end, but I cannot and do not want to make you wait any longer, especially you who support this project.
So, to summarize:
  • The 0.8 version on Renpy will arrive in about ten days.
  • The release of the game on Godot is temporarily postponed.
  • The Godot version continues its finishing phase to surpass what Renpy can currently offer. (This will also allow Selenyhr to take a break and avoid burnout.)
Take care, and we'll see you in about ten days' time for the official release of version 0.8.
 
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