Ok so among indie H games, they pretty much fall into two categories.
The first is, they pretty much know where the fuck the game is going and have a whole plan and roadmap before they start. I would say Once in a Lifetime and Long Live the Princess are examples of this. You can think of these as the 'movies' of indie H games.
Then you have others, like this one, A Struggle with Sin, etc. - where they start making the game, it gets really popular, and at some point the devs realize hmmm... if I just keep adding content people keep paying so... what is the incentive to end this? And the stories are not quite so constrictive so, it really is plausible to just keep adding shit indefinitely. These are the "TV shows" of indie H games.
Games in the first category, if you just continued to bloat the game up by adding stuff to keep Patreons paying, it wouldn't really work. Those games have a story and/or structure that kind of begs to be brought to a close within a timely manner.
But with games in the second category like Harem Hotel, there isn't really a clear ceiling on how far it can go - Runey can always just keep extending the storylines or even keep introducing more characters, hell a new floor could get built on the hotel to accommodate more rooms and residents, etc. I see no issue with this - basically it will end when either the dev gets tired of working on it or the donations dry up.
Have you actually played Harem Hotel, and paid close attention to the story, and things said, in it???
It's been pretty clear from early on that at some point they were going to have to deal with the corrupt government, and the issue of elven slavery.
Little comments very early on about how wrong elven slavery was, and how they should be freed were the earliest indicators.
Also, early on, they had to deal with the corrupt government, and it came up in conversations quite a bit.
True, it is not like long live the princess where they flat out state what the end goals are, but Harem Hotel did it in a perfectly natural way, considering that the characters were being developed, and the foundations for the game were being established.
Example of realism:
Does a couple get married, knowing at the beginning that their spouse will cheat on them? No they do not.
What they expect is a happy life with the person that they love.
They learn what the future has in store for them at first in little hints and over time, as suspicion grows, they learn more details. Just as has been happening in Harem Hotel...
It is the progression of time, and their life's story that reveals their future, and what is to come.
Some times you have to go through a series of events in order to see what the future will bring.
Long live the princess and Harem Hotel both took completely different paths, but both paths are very common in story telling.
The very first warning sign that things are not going to be all sunshine and rainbows, is right in the original post in the game description, where it says,
"You've inherited your grandfather's hotel on a foreign continent where everything seems fine on the surface, but rarely is. ".
Some very famous authors are well known for using almost half of the story to establish the characters and their backgrounds, before they even really get started on the main part of the story.
And yes, there are people who do not like their stories, either, because they want books that jump right into the action.
Belle, The dev for long live the princess chose to establish at the very beginning for all to see, what the future would be.
Runey chose a completely natural progression path, where what was to come was at first hinted at, and then fully revealed to the players as the game progressed.
But people who paid attention to the actual story, saw plenty of hints of what was to come from very early on.
I cannot understand how people can say that Harem Hotel has taken an unplanned path, when so many comments were made very early on, about the evils of slavery, and the corrupt government.
They should have been a flashing neon sign proclaiming what was to come in the game, for anyone who paid attention to the story...
Maybe the early hints were just too subtle for some people to catch, and they just assumed that it was idle talk, and not a sign of what was to come.