Recipe for creating Games

Antonisimo

Member
Apr 24, 2017
117
121
The goal is money.
But how you get there?
Make adult (NSFW) Games.

I will list the ingredients for them but for the sake of avoiding headache's i will not say the names of the creators of these games or the games themselves.

Those who have been burnt by them will know instantly the name of the game or games as soon as they read the items below.

Creating a game with delay's with the classic excuse of "over working" or " sickness " or my favorite one "i'm only one man". to get that sweet patron subscription flow. (this one will repeat multiple times ) ;)
Creating a game episodic or in seasons to keep people hooked so in the event they got bored the can stop the episodes abruptly and of course to get that sweet patron subscription.
The next one is similar to to the one above but the difference is that they see growth in subscribers and stop the development and throw the infamous"Remake" that will keep them busy
so they can delay the progress of the game.
Now we have my favorite category of stupidity. Abandonment . working on a "sometimes" good idea story wise and charachters but they ether get bored or want to make sothing else and abandon a golden goose despite what there fans are telling them
.
The problem with these is that the majority of creators change the model of work to keep up with trents others have created.
I will keep calling stupid ideas stupid no matter what others think. like rebbooting a game and implementing existing assets to the remake slowly slowly to get money longer.

i don't offer suggestions to fix those because it will deviate the discussion to people who are simps and they are going to get upset (boohoo) and i dont need stupid excuses ,
and NO it's not a hate thread. It is a discussion of the stupid trents that have been created these past years on this site (we all love).

These are my opinions and like an old wise man once said "Opinions are like an asshole everyone has one" , of course that doesn't mean i don't like to discuss it just means my opinions are so strong and valid.
 
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gyat.io

Newbie
Donor
Sep 27, 2024
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Yeah, it sucks when projects are abandoned. The most motivating thing for the creators is when they are getting lots of traction, then it's virtually impossible to stop working. But when you are working hard for months without any result it can seem like you will never get it! :eek:
 

Zardoz23

Member
Jan 28, 2021
277
927
Eh. I don't get the "milking" accusations. If a dev was solely in it for the money then finishing a popular game and then working on a new and better game afterward would result in more income. Because proving you're a dev that can finish a job will give people more confidence in subbing to your patron. More confidence = more subs.
 

skyblueaster

lost little girl
Game Developer
Oct 31, 2023
165
612
The goal is money.
But how you get there?
Make adult (NSFW) Games.

I will list the ingredients for them but for the sake of avoiding headache's i will not say the names of the creators of these games or the games themselves.

Those who have been burnt by them will know instantly the name of the game or games as soon as they read the items below.

Creating a game with delay's with the classic excuse of "over working" or " sickness " or my favorite one "i'm only one man". to get that sweet patron subscription flow. (this one will repeat multiple times ) ;)
Creating a game episodic or in seasons to keep people hooked so in the event they got bored the can stop the episodes abruptly and of course to get that sweet patron subscription.
The next one is similar to to the one above but the difference is that they see growth in subscribers and stop the development and throw the infamous"Remake" that will keep them busy
so they can delay the progress of the game.
Now we have my favorite category of stupidity. Abandonment . working on a "sometimes" good idea story wise and charachters but they ether get bored or want to make sothing else and abandon a golden goose despite what there fans are telling them
.
The problem with these is that the majority of creators change the model of work to keep up with trents others have created.
I will keep calling stupid ideas stupid no matter what others think. like rebbooting a game and implementing existing assets to the remake slowly slowly to get money longer.

i don't offer suggestions to fix those because it will deviate the discussion to people who are simps and they are going to get upset (boohoo) and i dont need stupid excuses ,
and NO it's not a hate thread. It is a discussion of the stupid trents that have been created these past years on this site (we all love).

These are my opinions and like an old wise man once said "Opinions are like an asshole everyone has one" , of course that doesn't mean i don't like to discuss it just means my opinions are so strong and valid.
I think you're severely underestimating how hard it is to get a sub. It's not as easy as "make NSFW game," get subs, and chill on a yacht. That's like, the top 1% of devs, who already have great connections and a team. The bottom 99% of us don’t even make enough in a month to qualify for a Subscribestar payout…

As a solo dev, it's a LOT of work. I have to write, code, playtest, market, gather feedback, and chat. The last one I don't mind because I do enjoy chatting with people, but it's still time you have to account for, and there are only so many hours in a day.

Basically, its hours doing game stuff, and then hours doing out of game stuff like concepting, researching, and marketing. Is it stressful? One thousand percent.

But getting support and reading that people enjoyed my game really brightens my day. If I get a sub? That sends me over the moon, ahaha.
 

Antonisimo

Member
Apr 24, 2017
117
121
I think you're severely underestimating how hard it is to get a sub. It's not as easy as "make NSFW game," get subs, and chill on a yacht. That's like, the top 1% of devs, who already have great connections and a team. The bottom 99% of us don’t even make enough in a month to qualify for a Subscribestar payout…

As a solo dev, it's a LOT of work. I have to write, code, playtest, market, gather feedback, and chat. The last one I don't mind because I do enjoy chatting with people, but it's still time you have to account for, and there are only so many hours in a day.

Basically, its hours doing game stuff, and then hours doing out of game stuff like concepting, researching, and marketing. Is it stressful? One thousand percent.

But getting support and reading that people enjoyed my game really brightens my day. If I get a sub? That sends me over the moon, ahaha.
Ok many things to unpack here. First if you do a solo work you can see that meny devs had completed a game with only 3 or 5 udates.
Please dont tell me its hard to get subs or find a platform to upload your work, there are so many these days that its crazy! and as far as connecting with your fan base its irrelevant to this issue, and if you have a team you need a good structure and hierarchy so that "communication" can exist at its best level.

i always say " to every rule there is an exception" i don't condemned all creators, since i am one. (hehe) but ignoring and playing the victim to get sympathy and more money is not right. (i dont mean you of course, because i don't know your work...)
 
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Antonisimo

Member
Apr 24, 2017
117
121
Eh. I don't get the "milking" accusations. If a dev was solely in it for the money then finishing a popular game and then working on a new and better game afterward would result in more income. Because proving you're a dev that can finish a job will give people more confidence in subbing to your patron. More confidence = more subs.
ok then tell me why not even ONE dev that has "burnt out or doesn't have enough time" halts the payments until he is ready to return to work.

imagine i give you the best drink you ever had in the glass its only an inch and i tell you pay me tobetter develop the recipe. 2 months later another inch. and the circle is repeated.
see my problem?
 
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skyblueaster

lost little girl
Game Developer
Oct 31, 2023
165
612
ok then tell me why not even ONE dev that has "burnt out or doesn't have enough time" halts the payments until he is ready to return to work.

imagine i give you the best drink you ever had in the glass its only an inch and i tell you pay me tobetter develop the recipe. 2 months later another inch. and the circle is repeated.
see my problem?
Patreon is no-strings attached donation site. You sub because you love what the dev does and want to support their endeavors. Kickstarter, or Steam Early Access, is what you use when you expect a more "substantial" return, not Patreon.

The point of Patreon is to provide devs steady income regardless of whatever the hell happens in their life.
Patreon devs do not have employment insurance, paid vacations, bonus, etc. The Patreon literally is the fallback mechanism.
Asking them to disable their main source of income during bad stretches makes no sense. Imagine if the king withdrew his funding to Mozart because he was sick a lot. Or because he took longer than usual to make his plays. (Yes, Mozart had bad times too.)

If you do not appreciate breaks, then withdraw your support and repledge when the dev returns. You lose nothing by doing so. Reading from the blogs of popular Patreons, many people do want to support creators over breaks, as long as they're not excessive.

Moreover, if you look at the most popular adult devs, they actually have huge output, the games are never finished because content keeps getting added, not because it's abandoned. If people are unhappy and feel they are being milked, the unsub button is literally right there. Either Patreons are satisfied with what they're seeing or they aren't. Evidently, people are staying subbed because they care more about supporting the dev than receiving an extra PSD for the month.

As for the drink example:
Think of it like this: You are paying for the drink and taking sips along the way.
Sometimes it might not be very good, or even fail. People subscribe already taking this into account. It's literally in the ToS. They want to be part of the experimentation, the ups and the downs.
If you want the entire drink, go to the bar (Steam) and choose from the entire collection already available. Sometimes, it's even on a huge sale!
If you want to get involved in development, participate in sneak peaks, receive extra goodies, play early builds, then go Patreon.

The problem is you are thinking of Patreon as a site to provide a good or a service. It was first and foremost, a site for goodwill (aka PROPER patronage). That's why Patreon doesn't do refunds. It’s also why you aren't treated as investors, buyers, etc. and why you don’t get the same protections they do.

The idea of "I paid X, now give me Y" is one of the worst things from Kickstarter/pre-order culture that spread to Patreon. Thanks to that, Kickstarter is literally a place to dropship premade garbage instead of actually funding creative shit.

Any creator that finishes a game in 3-5 updates likely doesn't even need Patreon, because the game was most likely done already. Again, more garbage Kickstarter influence and people treating Patreon as a pre-sale site instead of a proper patronage one.

By definition, most games on Patreon should be incomplete messes, because the developers literally don’t have the funds to finish their game. (If a game was already close to completion, they'd be selling Early Access on Steam or releasing directly).

I totally understand your sentiment, there are some creators are who just really good snake oil salesmen. But the majority of popular Patreon pages do work hella hard, and don't do the 0.001 > 0.002 bullshit every few months (that's more the exception than the norm, TBH).
 
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Antonisimo

Member
Apr 24, 2017
117
121
The point of Patreon is to provide devs steady income regardless of whatever the hell happens in their life.
I said earlier that to every rule there is an exception. i'm talking about the majority not being truthful and use lame excuses.

Imagine if the king withdrew his funding to Mozart because he was sick a lot. Or because he took longer than usual to make his plays. (Yes, Mozart had bad times too.)
So if you have a product and you progressing at 10% at 3 months at a time is not ridiculous? to find someone with work ethic?

Moreover, if you look at the most popular adult devs, they actually have huge output, the games are never finished because content keeps getting added, not because it's abandoned.
Thank you for saing that. Many devs see that what have they created draws more people (money) so they add more features and stuff to delay and then they return to the first argument of "i'm exhausted from over working".
i dont like to tell people how to do their work , but you could hire someone to help or as i said halt the charges until you are refreshed.

The problem is you are thinking of Patreon as a site to provide a good or a service. It was first and foremost, a site for goodwill (aka PROPER patronage). That's why Patreon doesn't do refunds, and that's why you aren't treated as investors, buyers, etc. and get the same protections they do.
The difference in the patronage and investment is that the patron doesn't get the financial gain when he or she supports a project.

As for the drink example
You didnt understand me maybe its my fault that i'm not a good english speaker or my dyslexia.
Yes there are many platforms that give you the full "drink" but when you are helping a dev and support his work call me crazy but i think you should get the promised product in 1 or 2 years NOT in 9 (you know what game i'm referencing).

The idea of "I paid X, now give me Y" is one of the worst things from Kickstarter/pre-order culture that spread to Patreon. Thanks to that, Kickstarter is literally a place to dropship premade garbage instead of actually funding creative shit.
No... i pay for your idea X and i expect to get X . so anything from Kickstart that made a lot of money are garbage?
o.k. didn't know that.

Any creator that finishes a game in 3-5 updates likely doesn't even need Patreon, because the game was most likely done already. Again, more garbage Kickstarter influence and people treating Patreon as a pre-sale site instead of a proper patronage one.
Here is a shocker for you. There are SOME devs that have a completed project and splice it in 3-5 part update so they can keep running the payments. ok thats a small percentage of devs but when you see sooo many excuses you lose hope for all others.

By definition, most games on Patreon should be incomplete messes, because the developers literally don’t have the funds to finish their game. (If a game was already close to completion, they'd be selling Early Access on Steam or releasing directly).
uhmmm they are incomplete messes.... dam dammmm
 

orellion

Member
May 12, 2023
133
96
Eh. I don't get the "milking" accusations. If a dev was solely in it for the money then finishing a popular game and then working on a new and better game afterward would result in more income. Because proving you're a dev that can finish a job will give people more confidence in subbing to your patron. More confidence = more subs.
In some cases, they probably lack the self confidence to do that. There are some games that have been in development for 8 years and have over a million words. The game isn't making anymore than it did at 4 years, since it looks old, outdated, poorly optimized, yet still garners a respectable patreon stream so they don't want to pull the plug on it.
 

Zardoz23

Member
Jan 28, 2021
277
927
ok then tell me why not even ONE dev that has "burnt out or doesn't have enough time" halts the payments until he is ready to return to work.

imagine i give you the best drink you ever had in the glass its only an inch and i tell you pay me tobetter develop the recipe. 2 months later another inch. and the circle is repeated.
see my problem?
My point is if these devs truly wanted to milk their audience they'd pump out projects rather than drip feed them. What draws more subs? Developing the same game over 20 years or finishing a good game in 10 and then starting a new and more ambitious project right after? The thing about patreon is the subs don't end when the project does. Sure you might get a few people who unsub because they're only interested in that one project but if they were interested in MILFMANIA MAYHEM then the odds are they will be interested in MILFMANIA MAYHEM 2 ELECTRIC BOOGALOO or whatever else the dev might do next. And any potential new subs will be able to see that the dev has a proven track record of quality work and therefor be more likely to sub.

A successful farmer doesn't slowly milk one cow. They milk the cow quickly and move on to the next cow.
In some cases, they probably lack the self confidence to do that. There are some games that have been in development for 8 years and have over a million words. The game isn't making anymore than it did at 4 years, since it looks old, outdated, poorly optimized, yet still garners a respectable patreon stream so they don't want to pull the plug on it.
This makes sense. But we're talking about porn games here. They're not expected to make the next Baldur's Gate 3. If they're already making a successful porn game then they already have the blueprints for making another. The standards of the audience are low and they aren't picky so you can make pretty much the same game a second time but change the character models and relationships a bit. MILFMANIA MAYHEM 2 THE BIG TIDDY GOTH GF-ENING or whatever. As an audience porn game enthusiasts already have a high tolerance for laziness, if game 1 was a success game 2 doesn't have to reinvent the wheel to also be successful.
 
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Antonisimo

Member
Apr 24, 2017
117
121
My point is if these devs truly wanted to milk their audience they'd pump out projects rather than drip feed them. What draws more subs? Developing the same game over 20 years or finishing a good game in 10 and then starting a new and more ambitious project right after? The thing about patreon is the subs don't end when the project does. Sure you might get a few people who unsub because they're only interested in that one project but if they were interested in MILFMANIA MAYHEM then the odds are they will be interested in MILFMANIA MAYHEM 2 ELECTRIC BOOGALOO or whatever else the dev might do next. And any potential new subs will be able to see that the dev has a proven track record of quality work and therefor be more likely to sub.

A successful farmer doesn't slowly milk one cow. They milk the cow quickly and move on to the next cow.
Oh my friend how wrong you are.
Point 1 : First of all there numerous devs that show great success in game 1 that before it is completed it is stalled in favor of sequels and sometimes they drop the game 1 because and i quote " ouuuu i dont have the passion for it anymore and i shouldn't had have made a sequel before i finished boohoo"...
they make a NEW game1 and call it REMAKE and do it episodicto keep getting money.

Point 2 : finishing a game in 20 or 10 years is the problem I'm tallking about! they first say every 2 months (to get the revenue) they will be updates and when times comes its either a minuscule error fix and 1 scene update OR! another excuse of "i was sick i didnt have time to coplete the quota i'm only one man yada yada..." <-- of cource i say they are not real cases but are very few that alienates the fanbase/payers .

This makes sense. But we're talking about porn games here. They're not expected to make the next Baldur's Gate 3. If they're already making a successful porn game then they already have the blueprints for making another. The standards of the audience are low and they aren't picky so you can make pretty much the same game a second time but change the character models and relationships a bit. MILFMANIA MAYHEM 2 THE BIG TIDDY GOTH GF-ENING or whatever. As an audience porn game enthusiasts already have a high tolerance for laziness, if game 1 was a success game 2 doesn't have to reinvent the wheel to also be successful.
TOTALLY AGREE! how many [DanGames] are there? all are the same and are successful! why?! its uploaded completed and keeps improving little by little.
 

woody554

Well-Known Member
Jan 20, 2018
1,595
1,998
Eh. I don't get the "milking" accusations. If a dev was solely in it for the money then finishing a popular game and then working on a new and better game afterward would result in more income.
it's because for a new game you have to actually work to have anything to show, where as for milking the old game you only have to work 2 weeks in 2 years and jerk off the rest of the time and still barely lose any subscribers.
 
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moskyx

Forum Fanatic
Jun 17, 2019
4,278
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Oh my friend how wrong you are.
Point 1 : First of all there numerous devs that show great success in game 1 that before it is completed it is stalled in favor of sequels and sometimes they drop the game 1 because and i quote " ouuuu i dont have the passion for it anymore and i shouldn't had have made a sequel before i finished boohoo"...
they make a NEW game1 and call it REMAKE and do it episodicto keep getting money.

Point 2 : finishing a game in 20 or 10 years is the problem I'm tallking about! they first say every 2 months (to get the revenue) they will be updates and when times comes its either a minuscule error fix and 1 scene update OR! another excuse of "i was sick i didnt have time to coplete the quota i'm only one man yada yada..." <-- of cource i say they are not real cases but are very few that alienates the fanbase/payers .



TOTALLY AGREE! how many [DanGames] are there? all are the same and are successful! why?! its uploaded completed and keeps improving little by little.
The amount of devs who can actually milk, as in getting a significant amount of money from their game while doing very little work, is minimal and not representative at all of the current scene. The most successful ones actually work on their games and keep releasing quality updates, even if their dev cycles are longer than when they started, which is kind of logic even without any malice from devs, as most games tend to get more complex in terms of writing, coding, and art as they get larger, and also devs are more experienced so they can try newer and more complex methods for better results, all of which takes time. And sure, when you're self-employed and the money keeps running in, it's just human to relax a bit and take it easier than before -which, in part, is kind of the point of patronage: to let them live more comfortably off their work because other people like it enough. And having more relaxed deadlines is just a way of living more comfortably. Is this really bad?

It's also human to lose motivation over time, even when you're earning big money. Some people can't focus on a single project for too much time and they need escape valves, which sometimes translates into starting new side projects. The fact that you, as a player, are passionate about a game doesn't mean the creator must be as passionate as you. You just can't control other people's creativity -heck, you can't even control your own. So, just as some successful businessman simply sell their companies or shut them down for no apparent reason when nobody expected that and start a new venture somewhere else, a game dev can jump from one project to another just because they feel like it. And this doesn't mean they are deceiving.

Going down the ladder, the vast majority of developers earn so little money (less than $100 per month) that calling them 'milkers' for not putting in the same effort as before is a really bad joke. I for sure won't judge anyone who decides to quit after six months or so when they realize this endeavor is way more difficult, waay more time and resource-consuming, and waaay less profitable than they originally thought and hoped. And I won't judge them if they 'forget' to kill their funding system and keep getting those 20 monthly bucks for a while.

Similar to the previous group, there is another group of passionate devs who will never go big for whatever reason (maybe their games suck, maybe they are too niche, maybe they are lacking on the marketing side) but still keep working on their games, just not as fast as they started because, well, this is a side job and they still have full-time jobs and families and all those things adult people tend to have on top of this hobby of theirs. So they just can't devote as much time to their pet projects as before because it's not financially paying off. Are they milkers, too? I don't think so.

And finally, the very small subset of decent earners who become slackers and could be labeled as 'pro milkers' could also be seen as these one-hit-wonders musicians who never release another big hit but keep getting their royalties from the only great song they once wrote -sometimes they even get money releasing new orchestral versions, duets, remixes and so on, similar to your 'bad, bad dev' examples. After all, no dev is going to magically get big money unless they have something really decent to show in the first place, and this means they actually worked hard for some time. So it's not *that* unfair they keep getting paid for that, if people still like it enough.
 

Last69!

Member
Oct 11, 2023
215
697
So while the thread is named ''recipe for creating games'' in reality it's just a rant against developers. My opinion on this is very simple I don't blame the developers at all but the people supporting them. If money truly is their only motivation then cutting off their funding would probably motivate them to try to finish their projects. It's the market that decides what is OK and if the people are OK paying for a whole year for just a few renders then that's an acceptable amount of work period. A fool and his money are easy parted that's how nature works.
 
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Belphegor007

Active Member
Aug 23, 2016
974
2,142
So while the thread is named ''recipe for creating games'' in reality it's just a rant against developers. My opinion on this is very simple I don't blame the developers at all but the people supporting them. If money truly is their only motivation then cutting off their funding would probably motivate them to try to finish their projects. It's the market that decides what is OK and if he people are OK paying for a whole year for just a few renders then that's an acceptable amount of work period. A fool and his money are easy parted that's how nature works.
I blame both.
 
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Antonisimo

Member
Apr 24, 2017
117
121
The amount of devs who can actually milk, as in getting a significant amount of money from their game while doing very little work, is minimal and not representative at all of the current scene. The most successful ones actually work on their games and keep releasing quality updates, even if their dev cycles are longer than when they started, which is kind of logic even without any malice from devs, as most games tend to get more complex in terms of writing, coding, and art as they get larger, and also devs are more experienced so they can try newer and more complex methods for better results, all of which takes time. And sure, when you're self-employed and the money keeps running in, it's just human to relax a bit and take it easier than before -which, in part, is kind of the point of patronage: to let them live more comfortably off their work because other people like it enough. And having more relaxed deadlines is just a way of living more comfortably. Is this really bad?

It's also human to lose motivation over time, even when you're earning big money. Some people can't focus on a single project for too much time and they need escape valves, which sometimes translates into starting new side projects. The fact that you, as a player, are passionate about a game doesn't mean the creator must be as passionate as you. You just can't control other people's creativity -heck, you can't even control your own. So, just as some successful businessman simply sell their companies or shut them down for no apparent reason when nobody expected that and start a new venture somewhere else, a game dev can jump from one project to another just because they feel like it. And this doesn't mean they are deceiving.

Going down the ladder, the vast majority of developers earn so little money (less than $100 per month) that calling them 'milkers' for not putting in the same effort as before is a really bad joke. I for sure won't judge anyone who decides to quit after six months or so when they realize this endeavor is way more difficult, waay more time and resource-consuming, and waaay less profitable than they originally thought and hoped. And I won't judge them if they 'forget' to kill their funding system and keep getting those 20 monthly bucks for a while.

Similar to the previous group, there is another group of passionate devs who will never go big for whatever reason (maybe their games suck, maybe they are too niche, maybe they are lacking on the marketing side) but still keep working on their games, just not as fast as they started because, well, this is a side job and they still have full-time jobs and families and all those things adult people tend to have on top of this hobby of theirs. So they just can't devote as much time to their pet projects as before because it's not financially paying off. Are they milkers, too? I don't think so.

And finally, the very small subset of decent earners who become slackers and could be labeled as 'pro milkers' could also be seen as these one-hit-wonders musicians who never release another big hit but keep getting their royalties from the only great song they once wrote -sometimes they even get money releasing new orchestral versions, duets, remixes and so on, similar to your 'bad, bad dev' examples. After all, no dev is going to magically get big money unless they have something really decent to show in the first place, and this means they actually worked hard for some time. So it's not *that* unfair they keep getting paid for that, if people still like it enough.

ok, lets analyse the book you wrote.
in nowhere did i say ALL the devs i said the majority are milking and have big income. if you dont believe me go to Latest Updates and sort it to likes, and tell me in the first page how many of them are earn little money, because we are talking about popular creators not ALL of them. I never said that if you like a project the dev is obligated to finish based on my schedule, and i sound like a broken record BUT i said that a majority follows the delays. think of it like the bitcoin scammers, (not saying that all the devs are) they see the popularity and use this tactic to get more people and get more money. In that page (Latest Updates) and the next ones you will see a good PASSIONATE people but you will also see people who take advantage of the good will of others. <--- thats my problem.we have enough false promises in our daily life and we look for escape in games and when the devs of small projects getto act like the government it annoys me.
 
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Antonisimo

Member
Apr 24, 2017
117
121
So while the thread is named ''recipe for creating games'' in reality it's just a rant against developers. My opinion on this is very simple I don't blame the developers at all but the people supporting them. If money truly is their only motivation then cutting off their funding would probably motivate them to try to finish their projects. It's the market that decides what is OK and if the people are OK paying for a whole year for just a few renders then that's an acceptable amount of work period. A fool and his money are easy parted that's how nature works.
You are not wrong but try to tell to a shill fanbase that they need to stop pouring money to the game they like.
its fishing, bait pull ignore for some time and repeat...
 

moskyx

Forum Fanatic
Jun 17, 2019
4,278
14,222
ok, lets analyse the book you wrote.
in nowhere did i say ALL the devs i said the majority are milking and have big income. if you dont believe me go to Latest Updates and sort it to likes, and tell me in the first page how many of them are earn little money, because we are talking about popular creators not ALL of them. I never said that if you like a project the dev is obligated to finish based on my schedule, and i sound like a broken record BUT i said that a majority follows the delays. think of it like the bitcoin scammers, (not saying that all the devs are) they see the popularity and use this tactic to get more people and get more money. In that page (Latest Updates) and the next ones you will see a good PASSIONATE people but you will also see people who take advantage of the good will of others. <--- thats my problem.we have enough false promises in our daily life and we look for escape in games and when the devs of small projects getto act like the government it annoys me.
You didn't analyse what I wrote, just repeated yourself like a broken record. And I feel nothing you say comes from a rational point of view but more from entitlement and false assumptions based on misconceptions about how most of successful devs actually work and also on confirmation bias. Good luck on your life but here you're following a dangerous, conspiranoic path