- Sep 16, 2018
- 215
- 495
The issue with a ton of patreon projects is that the creators are incentivized to drag it out as long as they can to maintain their income, so you end up with games like Radiant and Polarity that get updated maybe twice every year while the developers collect monthly payments.I was actually asked about this in the Discord yesterday. Around the 3k mark, I realized that there was a big chance for the second dorm room to fill up, so I started theorizing where I could go if that happened long before it actually did. I had time to connect certain characters together, like Nodoka and Futaba's relationship as well as the Yasu thing you mentioned in your post. Overall, the draft of the story hasn't really strayed from where it was always going to go- but it got a hell of a lot bigger. And I don't mean that in just an interpersonal relationship point. The underlying mystery of this world has greatly expanded and I'm now confident I can much-further embellish on why things are the way they are, how they got that way, and what (if anything) can be done to "fix" it. Granted, this also means it will take a lot longer to fully tell the story, but we've now got almost 30 congruent character subplots to focus on as well.
Having this many characters is actually kind of a blessing in that sense because it allows me to throw people into certain situations they'd have never had to deal with if the new characters didn't exist. It's also why I'm not fond of the critique of having "too many characters" or "not focusing on the ones in the game now" because, like I've been saying since the start, everything is connected. All of the characters grow together. And, not to toot my own horn here, but I think the pacing of that has been rather good.
I've kind of derailed from the purpose of this response in saying that and have now gotten myself sidetracked, but this game was never designed to let people just keep spending time with one character they like- it was to display different types of people with different types of issues and force everyone to water all of them. To cultivate a garden of broken or misguided girls that will remain with you long after the game comes to an end. The more girls in this game, the more stories I can tell and the more lessons I can teach.
Final point, long detached from the purpose of this reponse: I'm going to put as many characters into the game as I want and I am going to make you love (or hate) all of them.
Final point 2, back on topic/tldr: The grand plans haven't changed, they've just gotten exponentially more detailed.
You kind of took the opposite approach. Instead of taking longer to produce the same amount of work, you picked up the pace and expanded the story itself. Sets you up with a decent income and the patreons get a steady stream of 40-80k words every month for the next few years. You treat it like a full time job which is exactly how a campaign like this should be run.
Printed end to end the finished Lessons in Love will probably be large and heavy enough to crush a man to death. At least he'd die with an extremely confused boner.
Not trying to set you up against other developers, it's just extremely refreshing to see a creator with that amount of respect for the patrons and that level of work ethic.