the thing is, the games in this site that are in development would benefit way more from a short scope in terms of story-length while keeping a big scope events/mechanic wise.
look at a dead game like simbro, when all it needed to do to be remembered fondly rather than a failed cashgrab, was to have an ending.
release your beta of the game with the entire main plot, but with WIP alerts for events that will be there and i assure you your development experience would be better.
another dead game, big brother:
-all it needed was a few endings on certain points, like the NTR/share/harem/monogamy ends. and only after you have the endings, you can start dogpiling whatever event your patreons voted to put.
it is worse if i have to play an unfinished game every few versions to barely see 1-2 scenes and then have the game die when it's too big or convoluted... than having a game where you can finish the plot early into development cycle, and then have more endings and more events added later.
there are very few games that i have used money on, and it's rarely put on patreons, and even rarer if the game isn't even out yet. the only patreons i have are of devs that already finished one game. not gambling on the gacha ever again.
Agree. Looking at the amount of "great start/potential" projects with crazy scope creep and ending up fizzling out highlighted the economic of crowd funding. Since the incentive is not to finish the project but rather dragging it out as long as possible, it turns projects into hype generation machine in which even once passionate creator become corrupted, spending more time on social media update than working on the project. Yahtzee discussed this in his "let's drown out series" and one year indie game project thing. He alluded to internal pressure, like having someone like PM or investors, being the primary drivers for long complex creative projects to reach some milestone rather than stuck waiting for the next spark of inspiration. I would like to list some examples I can recall of this degradation:
+ The Island: I thought it had interesting concepts, pretty clear artistic vision with frequent updates. Then everything went down hill as the dev lose interest in their project and started another one. The creator spend a lot of effort update the media, but it all seems aimless eventually. They added too many "gameplay" elements and then having to spend months ironing out issues, performance, then jumping on an entirely new engine to try to "fulfil" their vision only to end up starting an entire new project with AI art.
+ Insexsity: One of the more interesting project that's "somewhat" completed, despite its abrupt ending. One of the main achievement in my opinion was their focus on adding "contents", not gameplay; the main pitfall of these projects. Even then, it's quite obvious they ran out of interest in the project by the end. Good thing it has somewhat of an equivalent in UiTC. That game itself is looking more bloated and overly ambitious.
+ Forbidden Fruit: While the eventual failure of the project is due to internal conflict, not project management; it has been mismanaged for years before completely derailed. Their updates were cycling gameplay elements with new scenes, changing it into a chimera of some sort, and quite difficult to discern what's the original vision.
+ Inquisitor Trainer: In my mind, a classic in scope creep. Great creative concept, completely abysmal project management adding more onto something that doesn't need it. Ended up with few "contents" and super bloated scope. They even make a 2D adventure game, the audacity.
+ ORS, Seeds of Chaos, Lust Hunter and others: victims of the model in my opinion. Talented and passionate devs surrendered to the warped incentive of crowd funding. They grew such a large following that they could not help themselves to drag out their project through confusing direction and dripping updates to farm for the remaining crowd funds.
I can think of 2 solutions to the issues.
First is to address the financial incentive. This is effectively impossible, but only by forcing "micropayment" of updates, i.e, people can buy latest update at a huge discount if they bought the game at any point in the past, would there be an incentive for devs to push a good, somewhat completed product at some point. If they choose to milk their successful concept, they have to provide sufficient, substantial updates at good enough pace to ensure people would actually pay while keeping interest. This would not benefits the creators nor platforms so it would be implausible.
Second is less important but game/project design itself.
VN: these games are ill-suited for the multi-choice/multi-path model in my opinion. ORS which is a good attempt, but the episodic release exposed the huge amount of work required to cover all of their previous routes, decisions, seems like a project management nightmare. Asking them to plan it all out on a map is quite extreme. It's not that easy, and plans are often met with unexpected obstacle. It's much better to simplify the plan as much as possible, basically do something with minimum branching and a lot of expected works and iteratively getting them done as much as they could. Classic Japanese VNs were exactly like this, I suspect for similar reason yet it suits the episodic release of crowd funding perfectly.
Scope creep: any project can benefits from realising erotic games focus should be on the content, the art. As everyone have hammered this to the ground, erotic games main draw is not the gameplay, especially if the gameplay is not married to the context i.e. erotica. Some games tried to do Darkest Dungeon erotica. That's not a bad concept but clearly it's hard to remake Darkest Dungeon and then adding "contents" on top. Meanwhile the DD modders have done a decent jobs at making one, rendering "competitors" frankly quite redundant. Therefore adding more gameplay, minigame, side activities, "systems" like The Island will cause inevitable scope creep. I know the scope creep usually is the result of the dev wanting to add a "scene", and their creative juice pushes them to try to create gameplay around the scene. Being aware that having the scene in game is more important than the scene having gameplay attached to it. It would certainly be nice, but if it's not feasible, be creative in "writing it in", not trying to recreate another game with it.
In which case, my idea for scope creep, if it's inevitable for games, is to use Insexsity/UiTC's model. They are by no means perfect nor arguably, even good products. However, I thought the crowd fund model works well in something that's more modular, standalone; "microservice" almost. Somewhat like the Sims, Paradox games; the cutting up additions to the product into somewhat independent bits that doesn't rely on previous works as much while being somewhat iterative and enriching the experience as a whole, makes the content dripping works. If it has to be somewhat independent and separated, then the scope would be limited during conception, changing the way the creator think about their planned content and vision of the product. They would not imagine something sweeping, but fits into its own box. When it doesn't quite pan out, its existence would still enrich the experience. The formula is simply to create a core "strategic consideration" to manage to sustain gameplay. Usually this is money. Then add contents and activities to "make" this resource independently, and to "spend" it. This is rather generalising, but some games can be reduced to this model.
Finally, the bottleneck is almost always the art. That I have no idea. Even AI might have the opposite effect as many projects lost support due to AI use.