I tend to think the complaints are born because those people enjoy the game, but it doesn't give them what they expect.
So, basically, they lash out at the game because they didn't manage their own expectations.
It's also known as entitlement.
It must deliver exactly what I want. Otherwise I'm going to complain about it. Particularly to those who do enjoy it! I must tell them how wrong they are to do so.
This is oh so true - not only here. And I mean, we've all been there ourselves: a new game comes out, loads of promise, wouldn't it be nice if ... - and then the "if" does not happen. This is not only porn games but main market ones as well. Suddenly it does focus on multiplayer or does not focus on multiplayer, in each case the exact opposite of what you wanted. On F95 that comes down to "Why is there NTR in this game it's not needed!" or "Why is there no NTR in this game it would make it just more awesome". Same with incest. Same with BDSM and its several levels. It becomes more of a problem when people let their imaginations run wild and still hope for the best (in their view) even if the clear intentions are others. One game here that I play has a sister character, one a mother character, yet the respective devs made it abundandly clear that their games won't feature any kinky stuff with them. Still, requests and long explanations why it must be come in the threads with the same regularity of "Update when?", "Gimme full save", and "Update when?" again.
Most do realize that hardly any product in this world is tailored to their needs unless they specifically order it, but some don't seem to be able to get around the fact that not everything is about them.
i think the development portion of the game is being overstated. this game has a lot of moving pieces sure, but for the most part that stuff has already been figured out. once you have a room, a girl, an npc, and the time figured out in the engine, it's all just changing variables and switches to allow them to do things or how much they affect outcomes of things. i don't buy that it takes that long for the "management" portion of the game. this and a sandbox with stats have a lot of similarities, and it felt like he moved a lot faster in moth.
I think the "changing variables and switches" is generally severely underappreciated, again not only here but in games in general. The "how much they affect outcomes" may not be as sexy as an additional scene (both figuratively sexy as well as literally) but it can and will affect the enjoyment of the game (if you're not only here for the sexies). Subtly and slowly, but continually. And while this holds for sandboxes, too, it will do so more in management style games. I am a board gamer, too, and there is a reason why games like "Puerto Rico" and "Agricola" are as highly rated as they are: they spent literally months and years to fiddle with small number changes. The game works okay without them, just using approximations, but they would never have become the classics they are. In video games, how many fail to get widespread popularity due to things like AI not working out? The system is there, all they had to do was to just change a few numbers.
I don't know how many work there is to be done in "Mystwood Manor" on the management part but in general the most work of a game goes into the parts the player does not see.