Do I want more complex erotic games?
I like to ramble, I often write walls of texts like you see here, and I'll often edit it to reduce the size of it, make it more manageable, or figure out my main point, or I'll just realize that what I have to say isn't that important and just erase my message. However, I think this is a good example of exactly what happens with a lot of game making projects, so I deiced to keep this in its raw form.
Just as
The Rogue Trader mention, there are different kinds of players and player situations. I have a dedicated gaming rig I've invested to over the years, so I don't have a problem playing the latest games, but the games I like don't really match most of the F95 audience. I am the best example of the worst kind of player, I have no attention span for learning a game's story or mechanic, and I have no patience when it comes getting to the goods. In fact, I'm the type of player that prefer's to play the female or the victim focused character, because it allows me to drive the story faster than any romance type story. My favorite adult game is trap quest, simply because your character is trapped in a world that makes them lewder, and unlike other similar games (text based adventure games like TiTS or Corruption of Champions) trap quest includes lots of art and visual aids.
There's always interest in more complex games, in something that could deliver the elusive 'more'
I don't think its a lack of demand that's causing a void, rather its a series of issues that combined leaves this unfilled void.
Mainly, in terms of money, its not that money can't be gained, but rather capital is spent in other simpler projects simply because its 'good enough' and 'good enough' is pretty much the only thing that survives when it comes to economics (look into 'product s curves' if you really want to learn more). So basically, while there is demand, no one is funding the supply because funding (at least from companies and big investors) is always go to easier cash grab, low risk targets, such as Nutaku being a main company which supports erotic games. Basically, we can't rely on society or the industry to supply the funds to make the games we want, because we are either too few, too niche, weird, or too many of us are too easy to please with ... what I guess I'll call "simpler games" (no offence
The Rogue Trader, I too played a lot of Nutaku games).
So if we can't expect others to do it, we simply have to do it ourselves! Often a lot of game dev's on this site join on simply because they played a game that they were so inspired by... and in the 12 years of 'casually' trying to make games I've learned what looks simple isn't hard if you know what you are doing, but its always slow and tedious. But before even that becomes an issue, the first main issue devs face is simply learning, they are new to gam development, and there is a huge learning curve with little to show for the effort. With teams I've tried joining or forming, if you can't get "meaningful" results in the first two weeks, the team basically dissolves.
What is "meaningful" results? This only became clear to me as I work on larger and larger projects (and never completing anything). Something is meaningful when we think the results matches the amount of time we put in. Not effort, just time. and I find that the most time a person can comprehend and "get a feel for" (aka a sense of measurement) is about a months worth of effort and time. Whether I'm working alone or with a partner, we both have a certain 'expectation' of what we want to achieve, we work, put in the time, and the results can either fail to meet expectations, or even if we match it, the amount of time put into it seems greater than what is really noticeable in the final results, and what tends to happens is:
- If our work doesn't match expectations soon enough, one can start to loose motivation
- If we get it perfect but it takes too long, we start to 'devalue' our result and our goals because it seems far to simple/primitive despite how much time and effort it takes, so our project seems to be less amazing (similar to me erasing most of my messages I mentioned before, because I ramble without really adding much to a conversation)
Basically, I have concluded that the reason VN's tend to be the most popular on this site, is simply they are the 'best' to make for new and 'casual' devs, they deliver the most amount of deliverable result per unit of effort, be it in text or image form, and most of the skill involves learning the tools (daz, renpy, twine) with more experienced devs being able to take greater advantage of python or what every their tool is to create more intricate games (such as those games which fake an interactive phone in renpy).
This hints at a fundamental problem, the fact that we are either new or 'causal' devs, not professionals, so we are more susceptible to the whims of motivation and energy. Most of the professional dev's and programmers I know don't have the time or energy to work on their own projects, and those that do just play around with concepts, not such much with projects. Now, while I haven't had to develop code at a professional level, I do consider myself fairly decent at programming... despite not having released any game projects in the past 8 years. I want bigger and better games, and I think I can make them... but like all the other dev's I have to overcome a few hurdles.
First there is motivation, as mentioned. A lot of projects died simply because I would stop to chase after the next cool idea that came to mind after I got bored with the first idea. For a while it really killed motivation and I imagine a lot of new devs give up when they loose motivaiton but want to work on another cool idea, but know just how slow the process is. I've solved this simply because I've had so many ideas and projects in the past 8 years that currently my one and only project is a combination of all my ideas, into what has become a roleplaying AI. This has become a project that I can not fail, it is simply too important for me (it also help that I got a more stable job that I enjoy more).
Skill, this simply takes time and effort and experience, a lot of programming is simply knowing how to do something because you did it already. Even if you don't have skill, this can be offset simply by having 'resources' such as already having art assets. In my case, I've spent the past 8 years learning art, while I've collected a lot of assets, most of my art resources come in the form of custom scultped character morphs I can use for designing 2D character, and having a workflow that I have accepted.
Lastly, time. It can always be a case of simply putting time into your projects, like all the devs who spend hours rendering daz images for their VN's. However, in the case of more complex game mechanics, when you have to code things by hand, there is a lot of 'dark work' or work that never gets noticed but makes it possible to make your game. such as coding up a tile importer so you can use tilemaps in your game, you need it because you decided you want your game to use tilemaps, but no one is going to congratulate you for figuring it out how to implement such a system. Then theres dev tools, things that should help make the game quicker. In my case I've experimented with making custom game engines, modular game engines, ect. but every time you stop to work on something that doesn't directly add to your main project, it feels like you are working on a different project entirly.
Currently, I want to work on my game, which will demonstrate the roleplaying AI. While I have the AI planned out across several hundred pages and spreedsheets, coding it will take more than what my mind can comprehend, it is simply too big, too detailed, too nuanced, and I need a way to make sure its working 100%, and I need it to work with my game which will definitely be in C#, either in Monogame, Unity or Godot, but as much as I love C# its still not as powerful as I need it to be in order to problem free. So I started creating a custom datatype that I can use to create and define my AI with. But because I'm still not certain how I want to approach things, I ended up making a 'generic' datatype. And it turns out, when you create a custom datatype that is meant to represent anything, you end up creating a 'syntax' like that of a programming language.
My goal is to eventually achieve something called 'Concept Oriented Design' (though I have to do something so it doesn't get confused with Call of Duty), where you don't need to worry about the technical aspect of a project, you just need to describe your ideas, and the program simply simulates (virtualizes) the idea, allowing for quicker development. It basically works by knowing how to breakdown ideas into abstractions, representing these abstractions with my custom made programming language (like a compilers 'intermediate representation' code), and then emulating the code (such as how Python is an interpretive language that is emulated by an Interpreter coded in C). And rather that making a project using 'code' it represents projects more like a collection of sticky notes. And depending on the 'interpret' interface the design process can be more or less graphical.
I'm only doing this whole side quest with making a new and custom programming language because I have to, because the project I want to do is simply too much for me to code it raw, but my hope is in the future, such an idea is successful enough that other people start to use it, and that its powerful enough that people can start to develop more complex games quicker, to solve the skill, time, and motivation issues I mentioned.