- Jul 30, 2017
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When a dev releases an update for their visual novel, it results in praise or backlash.
So what makes for a good content update that pleases all patrons?
edit: I decided to answer to get the conversation going.
Spreading content too thin on every update
An upsetting content update is when the fetish I enjoy is not included. In most cases, this is due to the games content being spread too thin.
Let's say a game is trying to cover 5-6 primary fetishes, but the update only delivers three of those fetishes, this will result in half of patrons being happy and the other half being upset.
I'm thinking that if you focus on a few core niches, and deliver those fetishes consistently every month(or every six weeks), you'll make ALL your patrons happy.
However, let's say most patrons don't mind waiting every other update for content they like, you might be able to get a ton of patrons like that. For example in Seeds of Chaos, the content fetishes are spread all over the place, and there's tons of characters, too many IMO. I could never support that game, because the fetish that I enjoy rarely gets included in every update, but the game has a ton of patron supporters. So it seems possible to still make money by having tons of fetishes, splitting their updates into multiple updates, but I can't stand that.
The conclusion here is if you try to add too many fetishes to your game, and don't give updates catering to that fetish every update, it will result in upset customers who will either wait until the next update or cancel their patron. If you deliver that fetish every month that they like, you'll keep them as patrons, assuming the quality is good of course, in which the following post talks about the importance of quality vs quantity.
So what makes for a good content update that pleases all patrons?
edit: I decided to answer to get the conversation going.
Spreading content too thin on every update
An upsetting content update is when the fetish I enjoy is not included. In most cases, this is due to the games content being spread too thin.
Let's say a game is trying to cover 5-6 primary fetishes, but the update only delivers three of those fetishes, this will result in half of patrons being happy and the other half being upset.
I'm thinking that if you focus on a few core niches, and deliver those fetishes consistently every month(or every six weeks), you'll make ALL your patrons happy.
However, let's say most patrons don't mind waiting every other update for content they like, you might be able to get a ton of patrons like that. For example in Seeds of Chaos, the content fetishes are spread all over the place, and there's tons of characters, too many IMO. I could never support that game, because the fetish that I enjoy rarely gets included in every update, but the game has a ton of patron supporters. So it seems possible to still make money by having tons of fetishes, splitting their updates into multiple updates, but I can't stand that.
The conclusion here is if you try to add too many fetishes to your game, and don't give updates catering to that fetish every update, it will result in upset customers who will either wait until the next update or cancel their patron. If you deliver that fetish every month that they like, you'll keep them as patrons, assuming the quality is good of course, in which the following post talks about the importance of quality vs quantity.
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