c3p0 Let's agree we won't agree.
In short you are thinking: "If I don't have money for make AAA game then I will do it myself". Am I correct?
Yes, in the business "professional" world. Still, as a company that may make steel bolts wouldn't take up a project for requesting for an advertising campaign, cause they have time.
Ideally the project need to fit the skills of your work force.
A steel-bolt company wouldn’t take on an ad campaign, but they also wouldn’t pretend they can deliver one just because they’re short-staffed. They’d adjust the project to their actual capabilities.
For a PM, so you suggesting, as we assume they are bad at it, they should hire one. So, 10k for a PM, 7k for another worker, makes 17k per month. Were shall they have that kind of money? I only see an estimated earning of 20k per month.
Nobody is talking about hiring a full-time PM or writer for 10k a month. small indie projects use part-time support or only a few hours of consulting. The costs you’re quoting apply to corporate full-time roles, not to how indie teams actually operate. It's completely different league
And that make most of those project semi hobby ones or part-time, cause, depending on where you live, you very often have not the budget to hire anyone you wish, even if it is only yourself.
Yes. And hobby-sized resources should lead to hobby-sized scope.
The problem is that many AVN devs attempt studio scale projects with hobby-scale budgets, and then justify doing everything alone with "teams are too expensive"
I just used that example to show, that increasing the amount of people working at a game doesn't necessarily lead to a much higher outcome. But the main problem is not that a higher amount of people working on the game may or may not lower the production time for an update in a significant way. It's as also
c3p0 has stated the low funding for lewd games. And especially in small scale businesses, where people have low funding, they run into high financial risks with hiring more people.
Therefore, if I were forced to take action as a developer at this point in time, it would be rather to find a way to increase funding so that I could take the risk of hiring more people than to actually hire more people.
Yes, it’s true that increasing the number of people don’t automatically reduce production time if resources are poorly allocated. But doing nothing certainly won’t speed things up either. I understand that someone might not want to take risks, which is why development is best approached in small steps rather than putting everything on one card. When players see consistent progress, they are more willing to support, which in turn allows the developer to gradually bring in additional help. I would even consider returning to support if update cycles returned to around six months thinking: "Damn, dude clearly focused on growing the team and funding, so maybe it will work out and I will see chapter 4 one day with big orgy". Unfortunately it’s the opposite in this case: I started supporting in 2020, the Patreon count grew significantly, yet the update pace slowed (then I quit). Yes, I know, quality matters, but additional resources should be balanced between improving quality and shortening production time.
I think no one here is going to convince anyone else, so this will be my last post on this topic (at least for a while

). I still believe Altos is doing a great job, unlike 95% of porn game writers he tries to maintain realism and build tension, which is excellent. That’s quite rare. I just think he’s a bit lost when it comes to looking at the project as a whole.
Regarding AI:
Probably, it will help create games in the future and it already does to some amount, but this doesn't mean, that Altos won't use it himself. It's definitely more cost-efficient and thus less risky to try it than hiring more people in a small-scale business.
Well, we'll see what what future bring. I'm curious myself.