Too many games

おい!

Engaged Member
Mar 25, 2018
2,576
7,564
You are right, I feel ashamed of having completed a game and even dared to start a new one when there are so many games already, how could I have been so unthoughtful?

If I did not do this as a hobby I would have said I would go look for a job but instead I will be going to peel tomatoes, why tomatoes, you may ask? Because no one peels tomatoes, I will be doing something unique for once.
Thanks for lighting up the path of reason, I will be forever grateful to you while I will be peeling my tomatoes.

-edit-
You better not steal my idea, I shall be the only one peeling tomatoes, if someone else does it, let them know I peeled tomatoes first.
So you should feel ashamed, I think you should now go and stand in the corner and contemplate on this matter.
 
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Pedrocas77

Member
Aug 19, 2017
256
221
Geeze u ppl are one bunch of salty fucks, my beef is with unfinished games nothing more nothing less. .!.
 

Joshua Tree

Conversation Conqueror
Jul 10, 2017
6,158
6,556
Maybe the "golden days" are gone, because of Patreon guidelines and increasing competition.
On the other hand, there are a number of excellent games that were released after that time and completed.
In terms of renders, gameplay and story, games have improved quite a lot.
The "problem" is that these better games are making less money on Patreon than in the "golden days" and as such, some devs are forced to abandon.
Patreon is just a monetizing platform. It's not promoting or advertising you as a creator. That is something the creator have to do him/herself.

You have such games as "Cloud Meadows", got like 4.7k pledges and pulling like 18k+ This is by far stretch not a good game. At least I don't think so, compared to a lot of other adult games out there. What you generally see with the adult games on Patreon that pull the high figures. Their creators is good at market themselves as well to bring interest to them and their game(s).
 
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VixnSkye

Newbie
Feb 16, 2019
50
273
Well, the number of new games isn't the problem. The problem is the lack of quality content. Back in the days, only talented people with enough knowledge started to make games, nowadays the treshold is so low, EVERYONE can make a game, therefore there are much more shitty products, BUT it also means some talented people with little programming knowledge were also able to make games.
Now, it's more important than ever that your game get the attention of players in the first five minutes, otherwise they'll throw it away quickly without learning its qualities.
So sure, now you need a little more persistency to find a game to your liking, but when you find one, it's much more likely it will exactly be what you are looking for, than it was a few years ago.
 

polywog

Forum Fanatic
May 19, 2017
4,062
6,263
The problem is "impulse buying". You're at the games store, and there's a rack full of games marked ( free*) the girl on the box cover is kinda cute, so you throw a copy in your shopping cart without reading the tags, description, reviews, version number, or changelog. You get home, lube up, and OMG %&*&%&# it's not what you expected. What did you expect? It's your own damn fault.
A bigger selection of games isn't the problem. Be more selective in what you play. Read the warning label. Don't blame the noob devs for trying, we all had to start somewhere. If a game developer fails , it's an opportunity. They can learn from their mistakes and get back up, or they can stay down.
 

fitgirlbestgirl

Well-Known Member
Jul 27, 2017
1,141
4,289
Back in the days, only talented people with enough knowledge started to make games, nowadays the treshold is so low, EVERYONE can make a game
The threshold hasn't changed in any way.

Also, calling the creators of some of the absolute drivel that got produced even back then talented is hilarious.
 

VixnSkye

Newbie
Feb 16, 2019
50
273
The threshold hasn't changed in any way.

Also, calling the creators of some of the absolute drivel that got produced even back then talented is hilarious.
The threshold did change. Before Ren'py and RPGM got so accessible, and 3D rendering programs became usable to mere mortals, people either needed much more devotion, and wider skillset to create their games, or they needed to work in bigger teams. What I'm saying is it's the last few years that skyrocketed the amateur adult game maker scene, before that it was much harder to even consider trying to make a game.

About the other thing, calling EVERY creator from back then talented was a bit of an overstatement, but it can't be denyed that as creating games was much harder, the majority of the projects that didn't have talent behind it got cancelled before a release. And early release wasn't a thing back then, so we saw only the projects that one considered profitable. In the Patreon/Kickstarter era it works completely differently.
 

polywog

Forum Fanatic
May 19, 2017
4,062
6,263
The threshold hasn't changed in any way.

Also, calling the creators of some of the absolute drivel that got produced even back then talented is hilarious.
@VixenSkye is right. We've made it too easy for younger generations. The guy who invented the TV remote control contributed to the obesity problem.
When I work, whatever i'm doing, I think and ask myself "Am I going to have do this again" if the answer is yes... I'll create a script, a macro, an action, a brush, a plugin, etc. to automate the process in the future. I share these with others to make things easier for them. I'm not alone, hundreds of thousands of people have contributed to making the software, and tools that people take for granted. We, older generations, have made it so anyone can make games. You don't have to be an artist, software can do that for you. You don't need to know how to code, these game engines run on fumes.
 
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HopesGaming

The Godfather
Game Developer
Dec 21, 2017
1,705
15,350
The market is new and is growing for each day. Of course there is going to be more and more games out there.
But saying the quality has decreased since the start is a falsity. Without attacking any of the old devs- the quality used for games back then would not be accepted for new games today.

Back then you could make a simple porn script that could take a couple of days to a week to write. Renders with premade poses, models, no light works, etc. That is why many of the old games look identically.
But the players expectations have changed heavily since the start. Better renders, better poses, animations, music, a good script, good characters and so on.
PhillyGames showed that a game can have an amazing script. People expectations grew.
DrPinkCake showed that a game can have amazing characters. People expectations grew.
ICSTOR showed that a game can have amazing animations. People expectations grew.
In fact, people started to say they would not play games without animated h-scenes. (then tons of bad animations happened and people changed it to "rather good still images than bad animations", but alas point of player expectations changing)

Ironically enough, the players wish for better quality has also increased the time it takes to provide an update- which the players detest heavily. And it creates this paradox of making a quantity game and getting bashed for it or creating a quality game and getting bashed for the productivity time.

There are two main reasons for the high amount of abandoned games:

1. The talk about milk and easy money has affected many new devs (which are players turned devs due to the talks). They start creating those games for that reasoning alone. Copy the golden age games. Many of them have even better graphics (due to new gen 8 models) have animated h-scenes, music and so on. Games that would have rivaled the big games back then.
But they didn't. Because the market is in constant growth and peoples expectations are different. Copy paste is simply not viable anymore. They get frustrated by the time it takes to make these games does not match the income they wished for and give up. Either making new projects or leave completely.

2. The pressure which follows having a playerbase. Again, the talk about how easy it is to make these games have affected new devs. Once you release your 0.01 this is not a hobby anymore. Real life jobs and obligations are nonexistent. Work and release at the same rate as the top 1% who is able to work this at full time. In honesty, these kinds of complains mostly come from the few negative jerks while the majority are understanding. But the loud ones do affect a lot of new devs. The pressure combined with not gaining the big $ in the first 1-3 months makes them just give up.


Tdlr: False expectations create a huge amount of new games. Realizations create a huge amount of abandoned games.
 

starboy66

Member
Game Developer
Nov 2, 2017
173
271
Look if your not interested in v1 games don't download them.

But you can't get to a great v33 game unless you do v1 first. And probably 95% of the time that great final version game wasn't that great at V1 it's how games are made.

Understandable developers who are doing this stuff and not getting paid don't want to spend 1-2 years working on a game not getting any feedback or building any interest.


I highly doubt the vast majority of the developers working on these games are "cashing in". I bet the vast majority like me are not even making anywhere close to the minimum wage when they could be making a lot more doing any programming job with that time. People mostly do it because they want to.
 

fitgirlbestgirl

Well-Known Member
Jul 27, 2017
1,141
4,289
The threshold did change. Before Ren'py and RPGM got so accessible, and 3D rendering programs became usable to mere mortals, people either needed much more devotion, and wider skillset to create their games, or they needed to work in bigger teams.
Didn't the games used as examples to signify "the golden era" in this thread all use Ren'Py and Daz too? Or are you saying these tools have become easier to use? Pretty sure Ren'Py still requires you to learn rudimentary coding and I've fucked around with Daz and their UI is still a nightmare labyrinth.

I guess one point in favor of a lower threshold might be a larger proliferation of pirated Daz assets on sites like this, which was probably less available in the beginning, so you actually had to pump some money into your game if you wanted certain shit.
 

J..D

Naughty Attic Gaming
Donor
Game Developer
Apr 19, 2019
734
4,992
This might be because of the fever that i'm running, but i am confused.....

When i look at the PS store, when i look in Amazon Prime or log into Spotify..
I don't think to myself... There are to much games, movies, shows or Music...

Do i play, watch or listen to everything ... No, like everything in life ... Choices, choices that are based on personal tastes and moods.

And it's the same with adult content.
I don't say to myself..."there are to many porn video's" when i log into PornHub.
I don't say to myself..."there are to many porn stories" when i log into a site for that
And i don't say to myself "there are to many adult games" when i log onto sites like these.
You look/read/play what your want and leave the rest for what it is.

As far as quality goes.
Well, the same argument counts for that.
For every 10 good movies that are released, there are 40 crappy ones that get right onto DVD that you will never even hear of.
For every 10 good artist that make music, there are 40 crappy ones that don't get further than a youtube channel.
For every 10 good console/pc games there are 40 crappy ones that go straight into the digital stores to never be heard of again.

And the same goes for adult games.
For every good one you have to deal with a couple crappy ones.
But without the crappy ones you wouldn't appreciate the good ones : ).
That doesn't take in account the surplus of 0.1 versions that were obviously made to get a quick cash grab(Burn those assholes).

Main problem in this industry is that people underestimate what it takes to create a game(or are to ignorant).
They think that 1 horny idea makes an entire game(This site is full with threads and profile posts from people who think that).
But they forget the other 99.9% that comes with developing a game and mostly without any experience.
So they try to run when they are barely crawling .....
Get in way over their head and lose motivation after the first update to never be heard of again.

These days whenever i see a 0.1(or any variation)i ignore it.... I wait until it goes at least to a 0.4 or 0.5...(But 9 times out of 10 those projects have a abandoned tag by then)

But i am getting off track.
Basically what more people say.
You don't have to play everything, apply common sense and choose a couple : )
 

fitgirlbestgirl

Well-Known Member
Jul 27, 2017
1,141
4,289
When i look at the PS store, when i look in Amazon Prime or log into Spotify..
I don't think to myself... There are to much games, movies, shows or Music...
The difference is that those places have robust search and recommendation functions. It's not realistic to expect the same user experience quality on a free forum, but I can partly understand why some people are upset by "too many games."

The tagging system on this site is a mess and you're basically just relying on what the uploader picked up while scanning through the game description and what tags actually exist and can be used.
 

VixnSkye

Newbie
Feb 16, 2019
50
273
Didn't the games used as examples to signify "the golden era" in this thread all use Ren'Py and Daz too? Or are you saying these tools have become easier to use? Pretty sure Ren'Py still requires you to learn rudimentary coding and I've fucked around with Daz and their UI is still a nightmare labyrinth.

I guess one point in favor of a lower threshold might be a larger proliferation of pirated Daz assets on sites like this, which was probably less available in the beginning, so you actually had to pump some money into your game if you wanted certain shit.
I don't know what "the golden era" would mean in this context, but as "back then" I meant at least 8-10 years ago. The times before Patreon and Kickstarter become so huge.
Back at the end of 2000s, even modding was a rather closed scene. Sure, there were people who made textures, but very few modders were able to make meshes, even less knew how to make animations, or change parts of the game code. There weren't widely available tools for it, and the knowledge was also missing. And that's just modding, which is far from creating a whole game.
Lately you have everything at your disposal. Animation software, character modells, tonns of assets... In 2010 if you had the story, but didn't know how to draw, or code, you needed at least an artist and a coder to help you with creating your game.
Now you really have everything. You need pictures, you learn DAZ on a basic level from YouTube tutorials, and you make them. You need some things changed in Ren'Py to match your idea, you code it. It needs such basic level coding that can be learned by anyone in a very short notice. Back then it would've taken a very long time to learn everything that's needed to create a game on your own, then you had to produce much more content for it. Now you need to learn much less, and even the production is quicker, as you get many-many things ready to use.
Don't get me wrong, I'm not saying that creating a quality game doesn't take devotion, and talent anymore. I'm just saying it used to be super hard, and now it's easier (but still not easy).