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Reaverer

Member
Jul 20, 2017
128
249
Yeah I'm one of those people, from the household I kinda like the skinny girls (the homeless one and the skinny one with normal human tits) but Velle, Esther, Nefari, they don't really do anything for me, I don't progress their stories either unless it's necessary.

I like Paige from the gym and that larger woman with the grey hair (sorry I'm shit with names - I tried to look up the names on the official website but that's hopelessly out of date, apparently). Also the horny older Japanese hostess was a huge turn on for me somehow. Then there's the elf girl and the two tanning girls at the beach. I hope all these characters will get content sooner than any of the main girls to be honest.

Having said that I completely understand why people prefer more focus (i.e. content) for fewer characters. There's also a bunch of girls that just got an introduction and that's it. More games suffer from this 'feature creep' (I'm sure there's a porn-game-equivalent for that word lol), Lucky Paradox springs to mind.
That's really the issue with games like that. When you have multiple characters, every character will be *somebody's* favorite. So every time you release an update, and in that update not every character gets some new content, somebody will be disappointed. There are only three potential ways to make your audience happy in this situation:

1) Keep the character roster small and therefore manageable, which makes it less likely for too many people to be disappointed at once (MM already failed at that, with the amount of side-girls);
2) Make sure that every update has something for every character (again, falied);
3) Make updates small, but frequent, so that people don't even start questioning if the game is abandoned (failed yet again);

And before anybody starts that discussion again (particularly with point 3) - it's possible to work on big events in the background, while still releasing small updates along the way.
 

ogr blanc

Active Member
May 15, 2019
938
1,581
That's really the issue with games like that. When you have multiple characters, every character will be *somebody's* favorite. So every time you release an update, and in that update not every character gets some new content, somebody will be disappointed. There are only three potential ways to make your audience happy in this situation:

1) Keep the character roster small and therefore manageable, which makes it less likely for too many people to be disappointed at once (MM already failed at that, with the amount of side-girls);
2) Make sure that every update has something for every character (again, falied);
3) Make updates small, but frequent, so that people don't even start questioning if the game is abandoned (failed yet again);

And before anybody starts that discussion again (particularly with point 3) - it's possible to work on big events in the background, while still releasing small updates along the way.

everytime they make a game like this, and you see them starting to add 10+ girls, you know it will end this way, its same with so many other games, why cant he just do, i dont know, 5-10 events focused on a girl, release, and then work 5-10 on the next?

maybe do a couple of events to 5 of them, 2 main girls, and 3 side girls(or 1 event for 6 girls).
 

Kracken36

Member
Apr 17, 2021
225
540
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These generic, meaningless update posts are always hilarious. Why is it always the same story with the successful devs? I mean, aside from the free money of course.

Edit: Almost a year and none of the girls I'm interested in. Ah well, maybe June 2024 will pay off.
 

-CookieMonster666-

Message Maven
Nov 20, 2018
12,031
17,846
Damn, looking back at it. This game looks outdated as hell.
5 years is a long time in a game's development cycle. That's the drawback to games that take a long time: when they finally finish they can feel lacking in a lot of ways. It's actually why I appreciate reworks that are graphically-focused. If a game takes so long, it almost demands some type of rendering update just to stay current. There are some (I include myself) who don't care all that much — I'm much more into an overarching story and character development — but it's still a big issue for long-term games. When, for example, The Last Guardian finally released back in 2016 I loved playing it, but if I'm honest it already looked somewhat dated upon release.
 

Sthr ▚ nix

Well-Known Member
Sep 9, 2018
1,454
3,106
5 years is a long time in a game's development cycle. That's the drawback to games that take a long time: when they finally finish they can feel lacking in a lot of ways. It's actually why I appreciate reworks that are graphically-focused. If a game takes so long, it almost demands some type of rendering update just to stay current. There are some (I include myself) who don't care all that much — I'm much more into an overarching story and character development — but it's still a big issue for long-term games. When, for example, The Last Guardian finally released back in 2016 I loved playing it, but if I'm honest it already looked somewhat dated upon release.
The exact same reason why i actually appreciate the Tech Update in Summertime Saga.
 

-CookieMonster666-

Message Maven
Nov 20, 2018
12,031
17,846
$59,791 Fucking absurd how much that game makes on patreon alone. On topic, I boggles my mind on how Mythic Manor used to get updates every 2-3 months with hour long content drops. I have a sneaky suspicion that this update will not reflect 10 months of work.
Yeah, I worry you're right. Those earnings don't necessarily reflect someone living high on the hog or anything, of course. They have a team, although I have no idea how many are on it. If there were 10 developers, that's $10k/month/team member (not accounting for Patreon taking their share, ofc). But if they also live somewhere expensive, that becomes worth a lot less. Let's say they lived in San Francisco. The average earnings there are around $90k/year, so typical earnings are $7500/month. This game would therefore pull in 80% of the average income there for each team member each month. That means you have to cut things in order just to survive with local cost of living.

All of this said, however, I highly doubt any (or certainly not all) of them live somewhere that expensive, and there very likely aren't 10 people on the team. Additionally, if there were 10 people on the team, I would expect far more progress and more frequent updates, especially when you have single-developer games that have both. In summary, it feels like any way you slice it this isn't doing nearly as well as it probably should be. But since I have no idea what individuals are going through (they might all still work full-time jobs and so have limited time, for instance), it's hard to judge with any real reliability.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,402
33,757
Yeah, I worry you're right. Those earnings don't necessarily reflect someone living high on the hog or anything, of course. They have a team, although I have no idea how many are on it. If there were 10 developers, that's $10k/month/team member (not accounting for Patreon taking their share, ofc). But if they also live somewhere expensive, that becomes worth a lot less. Let's say they lived in San Francisco. The average earnings there are around $90k/year, so typical earnings are $7500/month. This game would therefore pull in 80% of the average income there for each team member each month. That means you have to cut things in order just to survive with local cost of living.

All of this said, however, I highly doubt any (or certainly not all) of them live somewhere that expensive, and there very likely aren't 10 people on the team. Additionally, if there were 10 people on the team, I would expect far more progress and more frequent updates, especially when you have single-developer games that have both. In summary, it feels like any way you slice it this isn't doing nearly as well as it probably should be. But since I have no idea what individuals are going through (they might all still work full-time jobs and so have limited time, for instance), it's hard to judge with any real reliability.
Not to mention all the taxes.
 

larrylaile1

Newbie
Jan 20, 2021
77
134
$59,791 Fucking absurd how much that game makes on patreon alone. On topic, I boggles my mind on how Mythic Manor used to get updates every 2-3 months with hour long content drops. I have a sneaky suspicion that this update will not reflect 10 months of work.
That sum goes to the team. Not trying to speak up for the dev for this game here, but if I recall correctly, there are 2 people (supposedly) active in this project. Not to mention that this sum of money is the accumulation over months (or years), and is to be split between themselves. Some investments are to be made even when making a renpy game as well.

If they're taking this to be a full time job, then the amount they get each month isn't that much (around $1k per pax min). From the looks of how things have been playing out for almost the past year (as well as from their Patreon goals), it seems like they're doing this as a full time job, and are using most of their free time not on developing the game, but for going on holidays or extended breaks (without much news most of the time) fueled by the Patreon subs. The updates they have been providing most certainly does not justify or conform to their goals. Taking a look at their Patreon page, the Patreons have literally only been paying for 'Monthly Arts' (my word that's some expensive art!) and sorry excuses from the devs.
 
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