What would you prefer; a game with little content but with add-ons, or more content and the add-ons coming later?

What would you prefer?

  • Game with everything, but less content initially

  • Game with more content initially, but no add-ons


Results are only viewable after voting.

I'm Not Thea Lundgren!

AKA: TotesNotThea
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Jun 21, 2017
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Hi everyone,
I'm working on a game.
What I would like to know from all of you is.
There will be multiple elements in the game and how it works that I'm going to be introducing.
Things like a replay gallery, a cheat system, the ability to name saves, a built-in walkthrough. (The cheat system and the walkthrough will be optional, you don't have to use them)
All of the things you usually see introduced later in the game on a lot of games, it seems like an after-thought; or only available with a mod.
Now, down to the big question.
Would you rather have everything already available at first release, but with less content, or a game with lots of content and the other stuff added, later on, possibly breaking saves?
All of the things that I dislike about new games: I want to try and address with my first game. I want to try and release a game that people like, but also that provides all of the stuff people like to have without having to add mods or use the console to get.
Thanks for reading!

Edit: Updates to the game would be pretty regular after the initial release; it would be nice to make some money from it, but that's not why I'm doing it. :)


TL;DR What would you prefer; a game with little content but with add-ons, or more content and the add-ons coming later?
 
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redknight00

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That's the wrong way of looking at it, if you think you need X amount of content in the first release, then wait until you have X. If you have expanded mechanics to add, do so before launching because they'll be a pain in the ass to implement with the game running. There's no reason to choose unless you're pressed for quick cash, in which case a porn game is not the best way of doing it.
 

I'm Not Thea Lundgren!

AKA: TotesNotThea
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Jun 21, 2017
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That's the wrong way of looking at it, if you think you need X amount of content in the first release, then wait until you have X. If you have expanded mechanics to add, do so before launching because they'll be a pain in the ass to implement with the game running. There's no reason to choose unless you're pressed for quick cash, in which case a porn game is not the best way of doing it.
Thanks for your comments. I'm not in it for the money (I would be lying if I said it wouldn't be a nice bonus) I thought that too, I just wanted other input.
My thinking was to release the first week of the game. The plan is for the game to have 13 weeks. If it's popular, then there is scope for a second set of 13 weeks with new characters, possibly with some of the original characters returning in a different role.
 
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recreation

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I don't care for such "addons" personally, others might care, but my impression is that most people like to see more content (me too). I'd recommend you to take your time and get everything done and don't push anything out. The more you fix in the initial release, the less you have to fix later ;)
 

RanliLabz

Creating SpaceCorps XXX
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Content is the most important thing if you're not planning on making money. Addons tend to be the stuff that brings Patrons on board (but only if the content is good and regular already). That said, I planned a built-in walkthrough early on and it still hasn't made it into the game cos I can't afford the time! :whistle:

I agree with redknight00, tho… don't release until you've got everything set up and you're sure what you're going to do. Last thing you want is to have to redo everything cos you haven't made provision for it, and each big change runs the high risk of causing broken saves... making a save-rename function somewhat redundant! I'd also suggest that the more add-ons you have, the longer the times you'll end up with between updates.

Basically, don't rush to market! I spent 6 months on game design before I launched (I would have preferred to wait longer, actually, but I urgently needed the money to upgrade my rig cos it was slowing me down). And make sure your v0.1 has lots of content - not just fancy gizmos and gadgets ;)
 

Starfury

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Dec 22, 2018
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In my opinion, Add-ons aren't necessary to enjoy the game if you have a good story to tell with good art, style and mechanics, The it'll do great. For myself at least if i don't mind restarting a game save done it quite a few times, as for why mainly because those mechanics tend to make getting back to the place I left it pretty easy. If you're thinking of doing an episodic release then simply have a week to week start solve's most of the catching up quite easily. but as I always say, you do you, people will like and dislike it regardless.
 

darlic

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Feb 27, 2017
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I voted for more add-ons, but actually the right choice might lie in the middle, that is: work on game-breaking addons first, then slowly introduce new ones with each update (or every couple of updates, it's your choice).
 

Akamari

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Things like a replay gallery, a cheat system, the ability to name saves, a built-in walkthrough. (The cheat system and the walkthrough will be optional, you don't have to use them)
I've never seen the point of a replay gallery when you can have saves filling the same purpose. Ability to name saves would be good if your game is complex enough with multiple paths, but I don't see it as important.

If you think cheats and a walkthrough are important to have because the game is a pain to play without them you should rethink the design.

None of these features should take priority over the content.
 

Glad

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Oct 10, 2017
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I would prefer smaller initial game with more addons, simply because of a trend in porn-game development of just throwing "content" at the "game". Nail down your core game so it's actually good and not just scene hunting with walkthrough or yet another "gib 100% save", and a coherent story so that it goes somewhere.
 

polywog

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one example that seems to have worked well is the game "Super powered"
he started out scenes with the mother in the first release
then added other girls one at a time
 

I'm Not Thea Lundgren!

AKA: TotesNotThea
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one example that seems to have worked well is the game "Super powered"
he started out scenes with the mother in the first release
then added other girls one at a time
This game will have all of the characters introduced at the start, it's kind of integral to the plot; the only reason to add more characters during the initial 13 weeks would be if supporters/fans of the game request it.
 

polywog

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This game will have all of the characters introduced at the start, it's kind of integral to the plot; the only reason to add more characters during the initial 13 weeks would be if supporters/fans of the game request it.
super powered introduced all the characters but you couldn't interact with them initially
one by one the interaction was added (sex)
 

riktor

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Nov 26, 2018
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I personally find it annoying when devs update / change core game mechanics / features after initial release. Those types of things should form the foundation of any project and thus should be completely implemented before the first release. Things such as a replay gallery or cheat system don't really fall into that category though.

Basically as long as the addons are intended to be optional rather than something one is "supposed" to use I'd prefer they come later. Otherwise they should be in the initial release.
 

I'm Not Thea Lundgren!

AKA: TotesNotThea
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Jun 21, 2017
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super powered introduced all the characters but you couldn't interact with them initially
one by one the interaction was added (sex)
You'll be able to interact with all of the characters from the start; the first week is an introduction and getting to know you kind of thing. There won't be any sex with most of the characters as it's part of the story that there is no sex.
 

polywog

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May 19, 2017
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I personally find it annoying when devs update / change core game mechanics / features after initial release. Those types of things should form the foundation of any project and thus should be completely implemented before the first release. Things such as a replay gallery or cheat system don't really fall into that category though.

Basically as long as the addons are intended to be optional rather than something one is "supposed" to use I'd prefer they come later. Otherwise they should be in the initial release.
Games where each update release adds a day / week / event to the game are an exception.
the mechanics of the day / week / event could be different from the previous
 
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I'm Not Thea Lundgren!

AKA: TotesNotThea
Donor
Jun 21, 2017
6,604
19,025
I personally find it annoying when devs update / change core game mechanics / features after initial release. Those types of things should form the foundation of any project and thus should be completely implemented before the first release. Things such as a replay gallery or cheat system don't really fall into that category though.

Basically as long as the addons are intended to be optional rather than something one is "supposed" to use I'd prefer they come later. Otherwise they should be in the initial release.
I totally agree, which is why I'm trying to build my game to have everything that is needed from the start.
The add-ons aren't needed, just nice to have.
 

riktor

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Nov 26, 2018
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Games where each update release adds a day / week / event to the game are an exception.
the mechanics of the day / week / event could be different from the previous
agreed, I was thinking more along the lines of Headmasters punishment system and the like. Something that is intended to be a core part of the entire game.
 

I'm Not Thea Lundgren!

AKA: TotesNotThea
Donor
Jun 21, 2017
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Games where each update release adds a day / week / event to the game are an exception.
the mechanics of the day / week / event could be different from the previous
I don't know yet how I'm going to release the updates, I have the script for the first week, along with storyboards for the next three weeks. It's built in RenPy, so updates should be pretty easy, for the purpose of saves carrying over I think it might be easier to have it as one game, rather than lots of smaller ones.
 

gunderson

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Considering that you're making a Ren'Py game, I don't see any of those features you've mentioned being essential to an initial demo of the game, and thus not worth spending extra dev time on until they're relevant (I'm assuming here that this is going to be a fairly traditional VN). Generally speaking, a first release usually serves as your first real PR push to get people interested in "investing" in your game, and for that you should put your game's best foot forward. Named saves and a walkthrough system don't seem as important as, for example, having well-defined characters or showcasing an impressive rack (or animations or a fight system or some novel relationship or whatever your game's hook is).

You could also just release some tech previews to f95, get feedback, and work on your game and systems for a while before you put up a Patreon page and ask for donations. I realize that runs counter to the basic principle of making an adult game on Patreon, which is apparently to start making game development your main job as quickly as humanly possible and/or quit the game development scene completely if you don't get a huge following within a few months, but it might be worth a shot. I'd certainly respect such a development plan.