- Mar 4, 2022
- 110
- 228
I would prefare if dev's do smaller projects with full story, or split the game to acts before they abonded the project,While it's unfortunate, I thought I'd share reasons as to why I haven't finished some of my own works:
Summary is it all boils down to lack of support (usually financial).
In this day and age, there's a certain standard to uphold. While you can create without certain high end tools, it can be a lonely road unless you know how to "manipulate" people (build hype, etc). Some of us don't like those methods, but that's what it amounts to. Many of us need money to even get started, or means. Even in the professional world, many games are conceptualized and die before they even get started. When you think about it, adult games have a much higher rate of completion - or at least creation.
Of the 2-3 projects that I abandoned, there seems to be a lot of demand but 0 support. For those 2-3, there are literally dozens of ideas I didn't even bother working on. In simple terms though people want good , enjoyable things, for free. Even if they have the means to contribute (who doesn't have 5 bucks they could pitch their favorite developer / project occasionally?) They want all of the time and effort it takes to make enjoyable things without generally lifting a finger to support those who sacrifice to make said thing. Who would actually go for that deal? Not many. In a way, you have to be a screwed up person to embark on developing games. You either have to hate yourself / love yourself enough to deal with the obstacles and trauma you will endure until you "make it", or you have to have a certain level of "sleazeball" to you, which allows you to milk people for all they are worth - just to get what they *should* be helping you with anyway. Very few master this formula and get more than they deserve, but it happens - only for people to turn around and point to those exceptions as "reasons why I won't support a game". It's quite silly if you look at the whole picture.
I think I speak for most developers when I say this though :
In a perfect world I'd be able to create freely without worry. I just want to make the things I want, without restrictions.
I didn't realize that I would need to create that ideal situation for myself BEFORE making my best works. That's the place I'm at now, and for context it's taken years of daily work, grinding, etc to build the foundation. I literally had nothing, and every cent I spent was used trying to climb that hill, acquiring knowledge and tools. I'm JUST now at a point where my efforts are starting to bare fruit and financial stability is a "thing". And to be honest, I took many, many side twists and turns unrelated to game development as well.
That's the unfortunate truth that most of us deal with. And most don't toil that long to even see the benefits of their work. They usually get dejected, de motivated or fail countless times - enough to crush whatever creative spark they even had to begin with.
Assuming you don't have or want to spend money on your favorite games, at the least you can spread the glory of them. Most people don't do that, however, and just leave their creators to toil in the abyss - which can be quite crushing and demoralizing at times. The main point is, no one wants to do a thankless job on the best of days.
And that's why some devs just start a bunch of projects putting in minimal effort. Thy want to see which one sticks and focus on that.
Can you really blame them? I don't think most people would willingly take on extra effort.
Oh you sweet summer child.Easy to solve, just ignore incomplete games, this way you stop worrying about incomplete stuff and can focus on what actually is finished.
Hell, it looks like even Milfy City is on track to release their final version by the end of january according to their patreon.
While it's unfortunate, I thought I'd share reasons as to why I haven't finished some of my own works:
Summary is it all boils down to lack of support (usually financial).
In this day and age, there's a certain standard to uphold. While you can create without certain high end tools, it can be a lonely road unless you know how to "manipulate" people (build hype, etc). Some of us don't like those methods, but that's what it amounts to. Many of us need money to even get started, or means. Even in the professional world, many games are conceptualized and die before they even get started. When you think about it, adult games have a much higher rate of completion - or at least creation.
Of the 2-3 projects that I abandoned, there seems to be a lot of demand but 0 support. For those 2-3, there are literally dozens of ideas I didn't even bother working on. In simple terms though people want good , enjoyable things, for free. Even if they have the means to contribute (who doesn't have 5 bucks they could pitch their favorite developer / project occasionally?) They want all of the time and effort it takes to make enjoyable things without generally lifting a finger to support those who sacrifice to make said thing. Who would actually go for that deal? Not many. In a way, you have to be a screwed up person to embark on developing games. You either have to hate yourself / love yourself enough to deal with the obstacles and trauma you will endure until you "make it", or you have to have a certain level of "sleazeball" to you, which allows you to milk people for all they are worth - just to get what they *should* be helping you with anyway. Very few master this formula and get more than they deserve, but it happens - only for people to turn around and point to those exceptions as "reasons why I won't support a game". It's quite silly if you look at the whole picture.
I think I speak for most developers when I say this though :
In a perfect world I'd be able to create freely without worry. I just want to make the things I want, without restrictions.
I didn't realize that I would need to create that ideal situation for myself BEFORE making my best works. That's the place I'm at now, and for context it's taken years of daily work, grinding, etc to build the foundation. I literally had nothing, and every cent I spent was used trying to climb that hill, acquiring knowledge and tools. I'm JUST now at a point where my efforts are starting to bare fruit and financial stability is a "thing". And to be honest, I took many, many side twists and turns unrelated to game development as well.
That's the unfortunate truth that most of us deal with. And most don't toil that long to even see the benefits of their work. They usually get dejected, de motivated or fail countless times - enough to crush whatever creative spark they even had to begin with.
Assuming you don't have or want to spend money on your favorite games, at the least you can spread the glory of them. Most people don't do that, however, and just leave their creators to toil in the abyss - which can be quite crushing and demoralizing at times. The main point is, no one wants to do a thankless job on the best of days.
And that's why some devs just start a bunch of projects putting in minimal effort. Thy want to see which one sticks and focus on that.
Can you really blame them? I don't think most people would willingly take on extra effort.
Counterpoint: Cataclysm Dark Days Ahead. A large team of volunteers with clear leadership and (mostly) robust contribution reviews totally can get a project stuck in "development hell"/"perpetual beta" forever. Only that one, much like Minecraft(+mods) is largely intentional because there's always room for further expansion or refinement.More games would be getting finished if people treated the development as a side gig and not main source of income, surely a large team of volunteers has higher chance of finshing a game than a small team of 1-3 people that rely on patreon as main income to make the game. If somoene wants to build a large team to develop a game and is in it only for money and wants to hire people then such people need to be prepared to not only invest their own money but also most likely work for a while for free until they have enough of the game coded so that then they can finish the game in relatively short time as to be able to get as much money for it's development as possible and not discourage people from supporting them by postponing release for several years, eventually in those cases people stop supporting the game and start making various claims against the developers.
Most people don't know how much work it takes to make... well anything, not just game, and yes, everyone wants shit for free.
Another big mistake is starting making the game without having a clear vision for it, this leads to unnecessary delays, also starting to make the game without prior experience, not saying it's not possible but in those cases I'd probably look for someone to handle the coding and focus on something I might be able to do better as opposed to trying to handle everything myself.
Question is why do new devs expect to be able to pay for their rent from their game? I'd say like 95% of the games on here are garbage and not worth anyone's time let alone their money. Just because something takes a lot of time and effort to make does not mean it deserves financial support.This answer hits the nail on the head. But I would like to elaborate more on it.
Do you know how much time it takes to make a game? A lot. Let me put this in perspective.
-) Regular games can have a development team of some 40 - 100+ people, between artists, programmers, designers, writers, audio specialists, and more. And it can take them over a year, sometimes years, to produce a completed game.
-) for indie games (solo developer - very small team): A minute to a few minutes of gameplay will take hours to 1 day to make (with the exception of repetitive / grinding tasks). This is aside from the days to weeks it takes to make things like menus, graphic user interface, etc. that don't add to playtime or content, but are necessary for the game. In addition to the days - weeks it takes to create character designs, find/create backgrounds/places, find/create assets. And of course, any expenses related to development, from buying the game engine / 3d engine / drawing studio / commissions / etc. are out of the dev's pockets, or income.
Now, as the previous answer mentioned. Not enough people - who play and enjoy the free / public / pirated versions of indie adult games - support creators. A creator can have a lot of positive feedback and followers on free platforms, but only a minuscule fraction of these will support the creator.
Aside from the psychological effect - which is by no means negligible - it can become simply infeasible for the developer to continue production. After a certain point, they are literally unable to spend enough time on game development to continue with the amount of financial support they receive, because they have to pay for things like rent and food, aside from social responsibilities. Not to mention, reaching a point of being burnt out. Not enough energy / willpower left to continue.
But that's not all, not only do the far majority of people who enjoy a creator's content not support them, whether financially - even those who are fully able (and as the previous answer pointed out, seriously, few people won't have a $1 - $5 to support a creator who gives them hours of entertainment in content they enjoyed) - or simply by leaving a good review for games they enjoy, liking with a reaction, leaving a good comment, etc.
But also, people who dislike the content, on some platforms more than others, will feel compelled to voice their dislike as toxicly as possible. This is specifically true on free platforms, ranging from toxic comments - everything including and in between kink shaming, "this has stuff I like, but for some strange baffling reason, the creator didn't cater to my every whim and fetish. Trash.", "this game is exactly what was shown the previews, tags, and description. Disgusting", "Eww this game has [describes things shown in previews and tags, then goes on to claim game has unpopular fetish content that the game doesn't remotely contain], to outright insulting the developer personally or even people who enjoy the game/content - to giving horrible reviews, that are usually filled with outright incorrect information. Some dumbass will feel compelled to give a 2 star rating to a game "because it doesn't have player choices", despite the words "kinetic visual novel" being bold in the description, and included in the tags, and they don't bother looking it up despite not knowing what it means.
But it's not only free platforms, devs will occasionally get supporters on their subscription platforms that are just as toxic. ''This includes a fetish i don't like [that the developer literally showed previews of long before releasing content, even on public versions]? Trash.".
In short, what players on free sites can do to help see much, much more games being built to completion rather than being abandoned:
- If you really enjoy a game you played for free, whether it was a public release or a pirated version. Consider supporting the dev. Most - if not all - devs would even appreciate a $1 contribution. Without financial support, very few to no developers would be able to continue producing their games to completion.
- Thumbs up / heart / love / etc. reaction games you like. And/or leave a nice comment. And/or leave a good review, simply honestly saying what you like about the game. And/or use a game banner. And/or recommend the game when it's relevant on forums/in conversations. Especially if you enjoy a game but don't / can't financially support the dev.
- Don't be toxic. If a game isn't to your liking, you don't need to voice that, certainly not in a toxic way. This site alone has 425 pages of free/pirated games, 30 games on each page. That's 12,750 games. Not all of them are for you. It's okay if a game has things you don't like, other people may like them. The dev likes them. Devs can only produce content that they like. If you're going to leave a bad review or comment after trying a game that looked appealing from previews/description/etc., at least keep it honest and factually correct. Don't outright slander the game or even dev just because you didn't like some of their content.
Those who financially support devs on subscription platforms like patreon, subscribestar, pixiv fanbox, etc.:
- While the dev certainly appreciates your contributions, whether it's a $1 or $10 or $100. Financially supporting a dev doesn't mean you now own them or their content. Or that they owe you anything beyond the listed tier benefits. You support a dev/creator because you liked their content and want to see more or simply to thank them for the content they have produced and will produce (that is the assumption behind these platforms). If you find they are no longer producing content you enjoy as much as when you subscribed, or not producing enough content you enjoy, or even not fulfilling promises made about tier benefits, feel free to unsubscribe and stop your support. But don't start insulting the creator or their new content.
This.In short, what players on free sites can do to help see much, much more games being built to completion rather than being abandoned:
- If you really enjoy a game you played for free, whether it was a public release or a pirated version. Consider supporting the dev. Most - if not all - devs would even appreciate a $1 contribution. Without financial support, very few to no developers would be able to continue producing their games to completion.
- Thumbs up / heart / love / etc. reaction games you like. And/or leave a nice comment. And/or leave a good review, simply honestly saying what you like about the game. And/or use a game banner. And/or recommend the game when it's relevant on forums/in conversations. Especially if you enjoy a game but don't / can't financially support the dev.
- Don't be toxic. If a game isn't to your liking, you don't need to voice that, certainly not in a toxic way. This site alone has 425 pages of free/pirated games, 30 games on each page. That's 12,750 games. Not all of them are for you. It's okay if a game has things you don't like, other people may like them. The dev likes them. Devs can only produce content that they like. If you're going to leave a bad review or comment after trying a game that looked appealing from previews/description/etc., at least keep it honest and factually correct. Don't outright slander the game or even dev just because you didn't like some of their content.
No, at least for me and the dev's at least i seen most of them have the project as hobby and they for sure have main source for money, also you can see in most of thier patreon they have set ammount of money as a goal to leave their job and focus only on developing the game they made, so i disagree about the point that new devs expect to be able to pay for their rent from their game, maybe some of them do i am not sure.Question is why do new devs expect to be able to pay for their rent from their game? I'd say like 95% of the games on here are garbage and not worth anyone's time let alone their money.
I am not sure about alot, I am not very active here but alot or a few I 100% agree that a new dev should set his expectation low and don't start lying on himself, but also he should try hard his best for sure and show up his skills.A lot of new devs have the wrong mindset going in and think their project is gonna be great and people are gonna be pouring in with their support. The reality is, it's probably mediocre in every way. If your game is anything more than a fun side project as a new dev, you're doing it wrong and need to manage your expectations
Not "This"This.
Our game is 4 Star Rated with 34 ratings, has nearly 600 likes, 95 page thread count, and only 59 Patrons after 6 updates. One patron for every 100 people who like the game. 1%. I think we got something like 1.4MM who watch the game for updates, let that sink in. By many metrics we are a successful project on f95. But that hasn't translated into financial support. Which is fine. But really tough. As Historian said if more people who like the project would even just hit the like button and rate the game that goes a LOOOOONG way to support a project. Not fishing for sympathy.
Other reason why games fail is life changes over two years or however long. People get new jobs, they fall in love, they get married, have kids, get promoted, people die, people get sick, divorce, tech makes their rig obsolete, on and on. I mean shit happens to Devs too. Devs are just normies too.
A lot of generalization for someone who fails to understand what goes behind the scenes. You're right though, most developers don't know their limits. What you don't understand though, is that limit? It's 1. Out of a thousand.Not "This"
I only support finished games because most developers don't even know their limits(It's this).
Monthly subscription is a good thing for niche like an adult gaming and I can understand the situation.
But like I said, the developers are surely not eager to complete any project.
So, if they just can't finish the project, isn't this mean they are clearly don't understand their limit?A lot of generalization for someone who fails to understand what goes behind the scenes. You're right though, most developers don't know their limits. What you don't understand though, is that limit? It's 1. Out of a thousand.
Let's look at f95zone for example. If we go off of engine tags (not genre tags. Amount of engine tags in the game section is how you determine how many games are in.), there is 12,779 games on f95zone. Of those 12,779 games; 6011 is completed, 202 is onhold, and 3206 is abandoned. That's 47% games on here are completed, 1% is onhold, and 25% is abandoned. That leaves 27% games are still being worked on. Of those completed games, odds are well over half (I want to put at about 26%ish possible) are games from studios/circles with financial backing. Going off that estimation, 15% remainder are games that are less then an hour long and were just marked as complete because "technically," they have a beginning, middle, and end. Whether those three are satisfactory is subjective. That leaves 12% as actual passion project games from independent developers. And how much of that percentage do you think got a living wage from this? I'll give you a hint, it's not double digit.
Game development is a brutal and penniless line of work. Especially as independent developers where your financial stability is not guaranteed like someone working at a major studio. They both have the same axe over their head except while the studio heads are the ones putting the axe over their employees, reality is what looms over the indie devs. It's also scary because when your game is done? It's done done. There's no $20 dlc, no $5 cosmetic; the moment your game's initial rush of sales stop, you're at the whim of the random joe is horny enough that his wallet is willing to appear near his hand or until you can release another title that is just barely going to eke out next month's rent because the money in eroge is dogshit for indie.
"Developers are surely not eager to complete any project?" Bullshit. Developers can't finish the project. Not when you have mouths to feed and bills to pay all while making less then a mcdonalds worker's salary; and frankly I doubt they appreciate every condescending dickhead who pops up to tell them that they just don't want to finish it.
TLDR; You spend way too much time on this forum writing papyrus and not enough updating your game, GO UPDATEWhile it's unfortunate, I thought I'd share reasons as to why I haven't finished some of my own works:
Summary is it all boils down to...
weak, use the fancy latest updates: https://f95zone.to/sam/latest_alpha/#/cat=games/page=1/prefixes=18
That is actually what every new dev should do (in my opinion), especially if it is your first game.I would prefare if dev's do smaller projects with full story
I can lend you my shoulderI still feel sadness about the Humbling Experience, project SAGE, or Waliant Warrior Astrid.
stop roleplaying Heavenly Peaks PurveyorThis answer hits the nail on the head. But I would like to elaborate more on it.
Apples are not Oranges, just like a shop is not crowdfundingThese games offer a substantially better ratio of play time per dev time and thus can operate on much lower running costs. A porn equivalent would be Honey Select, Breeding Season or Slave Maker.
+1Question is why do new devs expect to be able to pay for their rent from their game? I'd say like 95% of the games on here are garbage
you're illegitTheres either a legit reason, or illegit reason, usually the latter
I only support finished games because most developers don't even know their limits(It's this).
It's becaue new devs be like wow milfy city looks cool i can do that so they download rnepy open daz render naked character so no grind put nekaed hcyaracter on rnepy write random dialogue no one will read anyway then publish game but they ignored most important step all along which is writing a detailed game design document which is actually the first step almost everybody ignoresSo, if they just can't finish the project, isn't this mean they are clearly don't understand their limit?
No one is forcing them for adding 50 characters, 100 places, etc...
You're right, my bad and thanks I've added that to my bookmarks =Dweak, use the fancy latest updates: https://f95zone.to/sam/latest_alpha/#/cat=games/page=1/prefixes=18
No need, you can access it from "Latest Updates" in red on F95Zone's headerYou're right, my bad and thanks I've added that to my bookmarks =D