No, it's not.
Even small indie games have a development team of 5 to 10 people. The gay porn games we are talking about are made by usually one person by themselves or two people.
It's unfair to compare the two, period.
As a game developer, I figured out pretty quickly how sprawling branches would create a lot of extra work. Sometimes double the work in everything you'll do later on because of ONE SINGLE CHOICE.
So, while my game has meaningful choices that completely change the game later on, that means gazillion more time spent on each path, smaller updates from the POV of the reader that only reads one path, and longer development time.
You can't expect a one-person development team to deliver the best game, the best story, the best porn ever.
While I do want porn games that have an amazing story and look great to boot, sometimes it's just not possible and a developer has to pick their battles.
I was talking about the incompetence of handling a project - that has nothing to do with dev team size, period.
By no point I said anything about "solo dev should deliver the best game, the best story, the best porn ever."
If you can't handle branching stories, maybe consider not branch them in the first place, than complaining "solo dev can't make a good game"?
BTW, Undertale was made by a solo dev, Minecraft was made by a solo dev, Stardew Valley was made by a solo dev.
Lustful Desires did pretty well at some point, hell this game so far handle plots pretty well.
We all know the limitation of solo dev in terms of scope, but good games don't need large scope, and you certainly don't need triple-A to make the game fun or sexy.
Even not a game dev myself, there are multiple ways "good games" hand "Random bits" you want to throw into the game, for example:
- Making them one-shot \ bad end \ side-story \ etc
- Making them converge as soon as you want them to
STOP MAKING EXCUSES AND COMPLAIN, instead, how about looking at what you can do and good at?