From the players view it can all seems simple enough. There is dev A who is great at one aspect and dev B who is great at another aspect. Make them work together and we as players can get something great! What could go wrong? Sadly it is not that simple.I couldn't agree with @sansot any harder if i tried, if even a few of these well meaning but inexperienced devs where able to co-op with each other they could make something really worth playing, hell even a few of the bigger devs with skills in certain areas but lacking in others should consider co-op models for a game, this is part of the reason ICSTOR does so much better with Milf City than with his previous games, he switched to Ren'py sure but he bought on a writer, big advantage.
It's just a bit of wishful thinking but i'd love to see a great writer like ASLPro work with some great renderer's like those behind a wife and mother, or get a hot shit programmer in with Philly games and make a game with both great storytelling and gameplay
As to the rate of updates for good games on here tbh i'm ok with this, i'd sooner wait three months for a decent amount of good content than come running back every month for a tiny amount, i ain't got time for that.
Totally concur (although if your renders are merely okayish....Bloody hell ).From the players view it can all seems simple enough. There is dev A who is great at one aspect and dev B who is great at another aspect. Make them work together and we as players can get something great! What could go wrong? Sadly it is not that simple.
The problem lies mainly in resources. Sure the top 10% can afford to pay people to do work for them.
But the rest 90% cannot. As it is already, there is barely enough income for one guy. Now hiring is out of the question. Where should the dev afford something like that?
Splitting the income of something that could already be considered slave labor won't do much to help either.
And not only the money issue. But clashes can happen. Different approaches and ideas. All it takes is one bad clash midway through the project and the game gets abandoned.
You get into this business because you as a dev have a personal vision on how you want a game to be. Not everyone shares that vision. So there is also the problem in finding one you share the same ideas with.
Personally, I am fine with working alone. Script and renders are being done okayish. There are no major complaints. My problem is a bit on the code. So the plan is to hire someone a couple of time to get a good coding framework. After that, it's back to solo work.
Teaming up is simply not plausible till you far in the future.
Making adult games is mostly a labor of love, or a hobby. Those who try to make money from a game, quickly learn it isn't so easy. If you are talented, it can be very rewarding. You can make friends around the world.not sure if its just me but it sure feels like there's less quality games being regularly updated aside from the few that really blew up on patreon, it kinda seems like this was just a fad and its already starting to fade out.
Collaboration, doesn't mean two art styles. Multiple posers can work on the same assets and scenes over a private network. Both artists / team work an 8 hour day, and batch the renders overnight. Many Chat, Slack, trello, discord, etc writers work together from home, on the same story, same whiteboard.Totally concur (although if your renders are merely okayish....Bloody hell ).
But the vision thing, I totally get. Unless you're in charge of a team, that would be the grit in the machine - especially if the game isn't the usual run of the mill. And that's before you got down to project logistics. Do you split the writing, rendering etc or have an expert in each?
Splitting them would lead to different narrative or art styles in the same game. Having an expert in each probably wouldn't buy that much extra capacity as x has to wait for z etc. So...tricky....
I wonder, how much income this theoretical project should produce to even exist.Both artists / team work an 8 hour day, and batch the renders overnight. Many Chat, Slack, trello, discord, etc writers work together from home, on the same story, same whiteboard.
But the composition would end up different for a start. There's more to the scene than just using the same asset base, no?Collaboration, doesn't mean two art styles. Multiple posers can work on the same assets and scenes over a private network. Both artists / team work an 8 hour day, and batch the renders overnight. Many Chat, Slack, trello, discord, etc writers work together from home, on the same story, same whiteboard.
Example:But the composition would end up different for a start. There's more to the scene than just using the same asset base, no?
Hence why the style would be different.
Theoretical doesn't mean anything by itself. You'll need to add more info before I can answer your question. What are you working on? Are you an artist, coder, writer, something else?I wonder, how much income this theoretical project should produce to even exist.
I'm not sure if it's a fad, or just a thinning of the herd. As others have said, the days of a 1st time dev releasing a V.01 and getting a ton of patrons are long behind us. I think the really good devs (Icstor, Pinkcake, Philly, Ptolemy, etc) help push this little "industry" forward. Because of the amazing quality of the top tier developers' work, a lot of players are now expecting a certain level of quality that is extremely hard for a first time developer to achieve. Because players are expecting top tier quality and not getting it, we have a lot of new devs quit when they are criticized too much and/or they don't get the patreon backing they hoped for. The barrier for entry into this market is low, but the very few new devs seem to stick around because it is very hard to make a living doing this. Very few devs make a lot of money, and they've earned it and work their asses off for it.not sure if its just me but it sure feels like there's less quality games being regularly updated aside from the few that really blew up on patreon, it kinda seems like this was just a fad and its already starting to fade out.
Sturgeon's Law(expanded) says "95% of everything is crap". There are over 3000 games on this site. 5% of that is 150. That's still a lot of quality games, worst case. Further, among the games that are less than awesome, some are less than awesome because they are unpolished(lower quality renders or writing not refined), some are less than awesome because they are unoriginal(even using the "character" models from other games), some are less than awesome because the quality is decent but they seem to be "milking" their patrons(releases either far apart or not much when updated), some are awesome but unfinished because the dev had real life issues that stopped them from completing it. So a certain amount of forebearance and understanding among the player/gamer base isn't a bad thing, imo.