- May 3, 2018
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agreed, and I think the other important aspect is that, due to the nature of these games and mechanics, a greater percentage of the artwork can be for lewd purposes. IE a diablo style game (dungeon crawling, skill tree and loot) would need to have a lot of work done for the various weapons or loot, which does not contribute to the lewd aspect of the game. meanwhile a Visual Novel which can reuse common art assets (ie standing pose) means you can get better bang for your buck out of your art assets, and from what I have heard from other people, art tends to be one of the greatest limitation factors in making games. either one can't get art, or because they can't get art they have to rework their design around this limitation (ie text based game).In terms of mechanics there are styles that are proven to work and be lots of fun, like Trainers and life-sims, I guess thats why we see them so often.
I know when I first wanted to get into nsfw game design, I was trying to work around figuring out game mechanics I both liked and could get the best bang per buck out of art assets. But this was years ago at this point and I don't remember much of my notes from back then. Not to mention, there is a range of art to consider, UI, character, background/world, and depending on how well you can access each of these, you may considered the bang per buck issue again depending on game design choices. for example the rpg would need a lot of world art, but can be simple if you just use as asset pack, but a nv that needs custom locations could be more challenging.
while having a world to explore is cool and all, I think it is one of the more challenging game to support just because of the art need, but game systems that focus on characters (vn's, trainers, life sims (aka advance nv's) ) can focus on the art that matters, and that is why I think we see them a lot. Also text based games, those are common as they are the easiest to make (at least effort to results is pretty direct) and have the lowest need for art.