Well, not at all. One of the poll's purposes is to have a better understanding of user preferences in different communities/environments and, obviously, user-reach eventually ends up translating to "moneeyy". However, it's not the main latemotif behind the poll.
There's a reason why I said that "practically speaking" money was the only reason behind a poll.
Of course, theoretically one can dream that it will answer his doubt and make him meet the expectation of the community. But in practice this community have than 4 millions members, while polls generally receive at most 200 answers (<0.005%). And then when you look at the said answers, you generally discover that the community want everything and it's opposite.
The only constant is that half of the community place the sex content before the story, while the other half do the opposite. Yet this "half" isn't strict and vary few percents on one side or the other, depending of the time.
Since it's not your only pool, I expect the answers to be even more everything and its opposite, since each community outside have its own center of attention.
The main reason of existence for this poll is task management and feature implementation: currently, a lot of people seem interested in submission/humiliation and pregnancy topics, so content related to these kinks might be implemented before any other, because most people are interested in them.
Let me guess, you started with a poll on loverslab ?
Looks at the games that are effectively popular, and also at the creators that are effectively successful. How many submission/humiliation games do you see ? There's some, of course, but few among the effectively popular and/or successful games. As for pregnancy, there's games dedicated to it, like
Haramase Simulator by example ; not really a success.
And also, it's not how development management works, especially for games that will be released while still in development. You don't start with what is popular, you start with what make sense, both in terms of codding, game play, game mechanism and story.
I think I've played most "game-like" 3D adult video games available out there, so I'm currently aware of what are some of the current issues the industry seem to be stuck at.
I'm actively working on gameplay design ideas to counter the issues I see in other games, [...]
A naive question: At what moment do you questioned those issues, wondering if they could possibly exist because there's no easy solution to code the game otherwise ?
There's many amateurs on the scene, but you don't find them working on realtime 3D games. Those who do it have a background. Even if it's not necessarily their primary job, they are experienced coders, 3D artists and all. They are perfectly aware of those issues, and if they are still there, it's because they can't avoid them.
My only statement here is "I'm developing something I'm proud of, and I actually enjoy playing myself".
That's all we are expecting, really. But so far it's not what you are showing.
I know I'm a bit harsh, but you're full of dreams and almost deprived of realism. Take a look at the
development section of this forum. Look how many threads exist for games that finally never became a reality. Look at how enthusiast were their authors.
They were dreaming, like you, and there's nothing bad in that. But at one time they had to face the reality, and it totally crushed their dream.
So, if being a bit harsh can make you land, and in the end permit us to have, one day, the "next gen adult game" you're dreaming to make, well...
There's something that come soon or later in any threads like yours: Start with something small, in order to have a real view of what you'll be facing when you'll make your big project.
There's a reason why there's always someone to say it, why most devs here would say it at some time ; it's because it's true. You only understand what you are facing when you've past one week struggling with a fucking small issue that break everything. How many games have been abandoned because of this... All those devs who proudly said that the next update will have "this", then finally disappeared because they never achieved to make that "this" works.
It's only then that you understand that the little journey you started is in fact the climbing of Mount Olympus, while walking on the hands. It's possible to do it, but it need times, energy, and a lot of dedication and faith. But more important, it need to be done at a slowly pace, one step after the other ; it's not a sprint fueled by dreams, it's a marathon fueled by realism.
Well, first things first: online and VR support are not ideas that must be strictly defined in early pre-production, as they can be implemented much later on in the development as long as the engine supports it [...]
You'll change both your output and input interface "later"... seriously ?
It don't just need to use another object as interface. The output for VR will have parameters unknown to a flat screen, while the input range will be drastically reduced. It's the whole game mechanism that have to be refactored, else you end with one of those shitty port from console that don't acknowledge the wild range a keyboard have to offer and end being unplayable.
Hello Games didn't just added VR support. The Beyond extension (that was official NMS 2.0) came with a whole refactoring of the game mechanism, mostly due to this new support.
And it's worse when it's a switch between online/offline, since it also change the whole data management. Of course, you can still add a layer on top of the storing mechanism, but then it's not an online game, but a game with an online save.
Please, tell me that you were joking.