Oh, so it's completely off-topic.
View attachment 4916563
There's a handy tool you can use to see if someone has already mentioned your problem. You can even limit it's function to the thread you're currently in. This helps cut down on spam and avoids having a subject discussed repeatedly from coming back up again.
You just admitted to posting spam.
You say that and then you say this-
Which is absolutely not what happened. The guy leading BS didn't realize he screwed up when he made the principal artist for the project an equal partner who owned the art for the game, so said artist kept collecting pay while working on a competitor's project and the minute he felt the gig was up he rug pulled the BS team and demanded they remove his work.
Apparently you don't remember the story because calling Cloud Meadow anything other than a work of fraud is being generous. You can't compare SS to BS because someone deliberately killed BS. And you'd have to be a fool to give anything associated with that artist money because Breeding Season wasn't even the first time he killed a project.
MATM never even made it beyond a demo. Also doesn't work as a point of comparison. The more apt comparison is actually Caliross. Which is technically a finished game where the developer has continued accepting donations to add more content to the game. The only functional difference between Caliross and SS is maybe 4 or 5 sequences that resolve whatever unfinished plot threads still exist. Which are plots you already know the ending to. I don't know what else to tell you, there is only one of two endings for each plot thread in SS- you find out what happens to dad or not, you fund college or you don't, you spelunk the city's collective booty bunker or... you don't. Summertime Saga is 9/10ths of a functionally complete game.
Right, but it's actually a logical follow-up that a sequel to Summertime Saga, the game about (among other things) saving up for college would be Summertime Saga Goes To College. That is how you advance the plot while maintaining the core gameplay people like in the first place.
It doesn't actually matter where the sequel goes because a sequel to summertime saga HAS TO BE SUMMERTIME SAGA. Otherwise the entire concept doesn't work. SS2 can't be a femboy training / cooking simulator because that's completely off brand. Summertime Saga can't be an erotic horror survival / crafting / typing / RTS game because it's off-brand. Even trying it is a horrible idea- there are still people out there butt bothered that Dawn of War 2 was a departure from the design of Dawn of War 1. Game's almost 20 years old and without failure someone will complain when it comes up.
And people are donating to SS's patreon because they're content with the team's creative output. If they were not, they would stop.
That's exactly what happened, though. Disney was forced to change up their home release system because it had become such an industrialized, rigid process that people weren't going to theaters to see the movies any more and it was getting harder and more expensive to market new theater releases because people fully expected to see it in rental stores in about three months for about a quarter of the price. It actively contributed to one of the worst flops in the company's (at the time) history.
You say this, but we're in the SS thread. People
clearly like paying for either nothing, or more of the same.
If you like SS's art, that's fine, but I'd encourage you to expand your boundaries a bit.
Which is what I said however many posts ago. The success of SS isn't owed to it's quality, it's owed to the fact that the developer is extremely accessible and more than happy to talk to his community.
That is a gamble, and you're never entirely certain if that will actually happen. DC has absolutely no reason to risk what he has on the altar of potential future gains when people are absolutely content to pay for his current output. When it comes to finances, people tend to take the least risks and, "Man, I had a good run with that game" is a much easier position to hold than, "Man, I screwed everything up when my follow up title alienated a non-trivial chunk of my fans."
So no, DC's current business model makes perfect sense and anyone with any experience running a business would tell you as much. Or anyone in psychology. Or someone who finished a book on Game Theory.
Man arguing over opinions claims he corrects other person, also claims to not want to debate.
Hmmm.
View attachment 4916678
View attachment 4916680
Hmmmmmmmmmm.
I think NLT needs to abruptly need to do an engine overhaul and tech update- their games are CGI intensive so it'd be a completely valid decision- and spend a year or three adding a trickle of new content while streaming progress and dev nights more often. Clearly DC has the correct business model. NLT over-commits on single titles and spends way too much work creating niche titles instead of something more mass-market.