I don't understand the game tags?

GlassMi

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Mar 30, 2023
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The tags on this site have barely anything to do with content, most of them are what engine they're made on, which... why is that important?

Why isn't there tags like 'Visual Novel' 'Action' 'Adventure' or anything nsfw related?

Wouldn't it be a good idea to let the community /creators tag their games?

If someone can explain to me the tag situation since I'm new here that would be appreciated, thank you
 
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Hagatagar

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Oct 11, 2019
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First things first, a tag system overhaul is already in the works.

Why isn't there tags like 'Visual Novel' 'Action' 'Adventure' or anything nsfw related?
These already exist.
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Here is a list of their descriptions.

To navigate you can use the latest Updates page and search for them.
 
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Winterfire

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To extend the previous reply:
Creators can edit the tags too (add and remove them) and the Engine is important because most people prefer to play Ren'Py games.
 

Winterfire

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if that's why it's important then only two engine tags would be needed: "ren'py" and "not ren'py" :Kappa:
Some people might prefer Ren'Py and RPGM, but absolutely detest Unity.
Some people might only play RPGM, and do not like the rest.
 

Winterfire

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so you have learned it's more than just about ren'py.
you're welcome
Mine was just an example.

Ren'Py being the most popular is a known fact if you spend more than 1 month here.
 

Winterfire

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Why do people dislike Unity?
I used to be one that disliked Unity Games (despite using Unity myself), and my reason was the cluttering of the registry to save game data because the devs (often newbies) use the incorrect method to do it. Even big games like Cloud Meadow fail at that, you'd think a simple System.IO wouldn't be so hard, yet...

However, the most common reason is because an Unity Project starts as a blank canvas, with literally nothing in it, and it is up to the dev to add all the features. Suffice to say that they often fail to provide them.
Whereas an empty Ren'Py project already contains all the framework, and you simply need to add the content in it.
Not to mention in Unity (Since you need to do almost everything yourself) it is much easier to screw up, even if you make a mistake or two on Ren'Py, people can unren your project and point them out.
Reminds me of back when my project took like 30 seconds to run, until Sam pointed out the issue was in the Gallery script :D.

Other than all that stuff, you also need to be proficient in Unity before you should release anything, and most people do not take the time to learn the engine. In Ren'Py, you can start a project as you learn, and it will be (mostly) fine.
In Unity, even the wrong import settings will fuck the project somehow, such as unreasonable big sizes (15gb+ when the equivalent, uncompressed, on renpy would be half that).
Of course the wrong import settings can also consume more RAM than usual, and so on.
Speaking of which, Unity games also have higher minimum requirements and third party cannot port them.
 
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Hagatagar

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Why do people dislike Unity?
Many Unity games are very poorly optimized (by the devs) and utilize far too much of the GPU for games of their tier. Even a simple Unity VN can make the GPU operate at full capacity, causing GPUs to overheat.

And also (this does not really apply to Unity porn games) many games use the free/cheap assets offered in the asset store, this results in a lot of unity games looking literally the same.
Of course, DAZ games also have this problem, but unlike Unity assets, their models are altered so that they distinguish themselves from others.
 

Winterfire

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Even a simple Unity VN can make the GPU operate at full capacity, causing GPUs to overheat.
That's actually another mistake by the devs. It happens because you can allow FPS to go at max (even 2000+), whereas most games try to cap at monitor's hz or closest.
By default a game built in Unity does cap, so it shouldn't be a too common issue...
 
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Hagatagar

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That's actually another mistake by the devs. It happens because you can allow FPS to go at max (even 2000+), whereas most games try to cap at monitor's hz or closest.
By default a game built in Unity does cap, so it shouldn't be a too common issue...
I've never used Unity to progam, but sometimes it seems to me that whenever a new Unity project is started it enables all graphics options by default (and set them to ultra) and devs (not only indie devs) don't really bother with adjusting that. And that this is one of the reasons why the GPU heats up so much, even though only a low polygon figure is running badly animated over a plain field. :HideThePain:
 

Winterfire

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I've never used Unity to progam, but sometimes it seems to me that whenever a new Unity project is started it enables all graphics options by default (and set them to ultra) and devs (not only indie devs) don't really bother with adjusting that. And that this is one of the reasons why the GPU heats up so much, even though only a low polygon figure is running badly animated over a plain field. :HideThePain:
Ultra as default is fine, as it still limits the FPS.
The issue is when the games run without cap, which shouldn't happen.

Of course you can never know what is going on in the background with an Unity project, maybe the FPS are fine, but the game is abusing the GPU for another reason...

-edit-
Anyway, since I use Unity for my current project, I know for a fact that it is not the Game Engine if some games abuse your GPU.
Although an empty (or even filled) Ren'Py project will still have lighter requirements than an empty Unity Project.
 

FunkyJustin

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I believe there is a need to add more tags to be honest, parent tags and child tags similar to VNDBs tagging system