it's why you don't have more Patreon subscribers.
I mean... it sort of is a lot of the time. I'm not gonna speak on my own behalf, I think my product just isn't quite good enough to amass a heavy amount of patrons, but in general plenty of good games have lowish counts because they don't cater to what a lot of people want out of these games. If you're just in it for the money, there's a very specific path you should be taking. On the other hand, even the most successful games on this list (or that aren't on it but would probably qualify) tend to dwarf in comparison to the big ones. It's not what the majority want, and the numbers will always reflect that.
If I'm being honest, that entire writeup, to me, sounds a lot like "Stop liking what I don't like.". I have next to 0 interest in many of the games that person is railing against, (and by the sounds of it, my game for example falls into the category of "I don't have an opinion because it just doesn't interest me" - as well as many of the games in the OP), but they exist, and plenty of people love them, and that's fine. It all just reads to me like someone who is upset at what is "popular".
Generally we have a word for people like that - "Old". (Not that I should be talking. In the words of grandpa simpson, I used to be with it, but then they changed what it was. Now what I'm with isn't it anymore, and what's it seems weird and scary).
My biggest problem with that entire writeup really stems from this line in particular:
But I feel that my own preferences should deserve the same respect, and due to the industry being wrapped up in an Omegaverse-style subculture, they don't receive it.
This to me reads like some weird sense of entitlement, like "People should like the same stuff I do!" (or what I said earlier "Stop liking what I don't like!").
I personally, have 0 interest in that game. I don't like 2d style drawings at all, so I avoid any game that has them right off the bat, and honestly I don't even look past that - and that's fine. I'm not going to say it's a bad game or anything else (It's fairly successful, over 1k patrons), it's just not for me. But plenty of people obviously love it, and that's fine.
And I think that's my problem with that entire writeup. It seems to lament the fact that more people don't put out content that the author enjoys, wishes more people would adapt the authors way of thinking, and rails against "The industry" (which really, is comprised mostly of a ton of indie/solo people doing something THEY are into, and a very small amount of companies putting out whatever they put out), instead of simply saying "Yea, I'm not a fan of this, but other people are, and that's cool."
The only part of the entire thing I agree with completely is:
I think it's time to accept that the machine is working properly and if I don't like the end product, that's my problem. Better to accept that my work will always be compared to these end goals rather than naively believing I can change what's viewed as a worthwhile goal.
Exactly this. If you don't like the end product, and a ton of people do, the problem is yours, not anyone else's. Like I said - I dislike 2d drawn art. I am just not a fan. I'm not lamenting that there are a ton of games out there that have it - plenty of people love it (and many others don't love it, but also aren't bothered by it). It's popular, it exists for a reason, it's just not for me. That, IMO, is something the author of that needs to come to grips with, I think. If your goal is popularity and money, you should be creating something that falls into what the majority obviously want. If your goal is to create something you are happy with, then you should do that, and accept that even if you do find some measure of success, it won't compare to what some of the others do.
I won't talk too much about what the author said about the "evolution" of the industry - I wasn't involved with, or practically aware of it a decade ago like this person apparently was. What I will say is, I've seen a pretty stark difference between the stuff (Not just in terms of visual quality, but also in terms of gameplay elements and storytelling) from stuff I've played thats even 3-4 yrs old, vs stuff that's relatively newer. I feel like - just based on my limited experience, and the perspective of having come into it late and being able to compare and contrast old vs new without the experience of seeing it happen in real time - that there has been plenty of evolution, just not in any direction the author would appreciate or really spend too much time on.
To make a really piss poor analogy since I'm ready to pass out - It's 10000bc. I'm a huge fan of dogs, so I have a pet dog. I hate cats. I see this group of cats and I just don't like them. (I'm immortal in this example. Just go with it). Now it's 2022. I still like dogs, and I still have a pet dog. Lots of people have pet cats, and I still hate cats. In 12k years I haven't changed my mind on that, but man a lot of people have pet cats now.
That doesn't mean cats haven't evolved in that time - they most certainly have. I was just so focused on the dogs, and so in the mindset of "A cat is a cat, and I don't like them" that I didn't really notice the evolution as it was happening. Sure if you show me a picture of a cat 12k yrs ago I'd say "Oh yea, that's pretty different", but I certainly wasn't paying attention to the change.
And that is my bad analogy for the day. All in all I sort of agree with some of what was said, and tend to share a similar view on a lot of games, but at the same time to me it felt like a pretty bad take on it all, for the reasons stated above.