- Sep 18, 2021
- 783
- 2,106
I think this is part of the problem. Devs go in to a game with huge grandiose plans and intentions to tell a massively elaborate story, or introduce intricate and complex new game mechanics, and they wind up getting overwhelmed by their own ambition. They eventually hit a point where they realize they can't deliver on their promises, and grow frustrated (and the audience who has supported them based on those promises starts to turn on them). Then they eventually have to turn out an inferior product (which annoys both them and their audience), or they just sort of helplessly give up and either move on to another project or abandon working on games entirely (and potentially go into hiding).The problem with devs now is that they get too sidetracked or too ambitious for the game. It's become the standard for most of them and is the biggest problem. That's why I hope the dev for this decides to scale the game back and refocus the efforts into updating what is already there instead of adding new stuff which could take longer to make.
The other problem is that devs who keep introducing new love interests (either for variety or as a deliberate attempt to keep padding things out and keep making support money) eventually get overwhelmed by the sheer number they've introduced. You may not be able to cater to every possible fetish or physical appearance preference in a game with 5-6 options, but you can focus on those far more effectively than when you've got 20+. This game tries to split the difference (5-6 core LIs and all the rest are effectively "minor extras"), but it still spirals out of control after a while.
The best games - and the ones that tend to actually get finished - are the ones where the dev comes up with an interesting story to tell even before they start working on the game, introduce a limited number of love interest options they can kind of keep under control, and then actually tell the story (and finish it) rather than constantly trying to pad it out and string along donators. Far better to finish a slightly shorter but great game that people love and then move on to making a new game than to work on a massive project you keep watering down and never finish, thus ruining your own rep for future projects.