- Sep 7, 2019
- 72
- 144
First, thanks for the thoughtful response, and historical knowledge you put into it. You certainly point to interesting facts and for example your descriptions of what's happening on OnlyFans seems to better correspond to what I was observing so far. Because even if OF is paywalled, I would fully expect them to leak all over porn sites if their content was of particularly high quality. What both you and VS1995 are describing certainly seem to be space that some degree of competition, especially on top would make sense, but my impression is, it is mostly personality based with para-social being a very important factor rather than production focused. In other words, repeated long term interactions are the model, rather than focused, purposely made and produced content. But I will still leave a bit of a question mark for myself on the end, that I'm happy to leave unanswered, since I am not interested in OF.Except that it's not what happen.
Firstly the investment come after you reached the top, and secondly, since you achieve this without those investment, strictly speaking you don't need them to stay on top.
OP pointed to PureTaboo as an example of higher quality effort in the main stream porn industry, and I have certainly seen some effort in these directions. For me, the first time when it really was striking was some early X-Art vids. I know that this whole company went up in flames, suing everybody for piracy and such (YouTube lawyers were commenting it extensively at the times). But wow, did I see the difference in quality... The lighting, camera work, locations, and most of all girls didn't seem to bored out of their skulls like in mass-produced Brazzers or whatever crap and seem to show something that looked like genuine passion. Even if it was very vanilla, and I'm into some kinkier stuff. And where X-Art can be seen as an example of overspending that was unsustainable by the business model, I think others are continuing in similar fashion with better success. So some improvement is probably possible but staying frugal, knowing how much you can spend and on what is still essential.
Here I don't know if I'm missing something? I have been modding my BSG games since Morrowind, sometimes spending more time preparing the game and downloading mods, sorting mod orders and cooking compatibility patches then playing afterwards. And I actually didn't find porn experience there very interesting/rewarding. Admittedly, I'm more familiar with Nexus side of things and Loverslab might have treasures I didn't find during my search, but I mostly found half-baked systems that didn't even integrate themselves in some kind of storyline and game-wide mechanics. I had some fun making all female NPCs hot and running in skimpy outfits or naked, but this got old really, really fast. For me, games here on this site are more interesting and offer more role-playing of sexual fantasies. But if you have some good recommendations, I would be interested to hear them.The real perverts among gamers already have fully modded Fallout/The Elder Scrolls games, it's the players who don't know that adult games exist, that would be the main target here.
The engines aren't the issue here. Unity is used by big studio, Fallout Shelter is made with it by example, and it can already make great games. And of course there's the 366 games available here made with Unreal. The problem is purely the cost, and strictly speaking you can't reduce them.
Ach, actually not necessarily. The abilities we have today, that result in so many one man operations to be able to create games on this site, are results of technological advancements and existence of tools like DAZ and somewhat beginner-friendly engines like Renpy. And some pioneers creating first experiences that ware really engaging and showed how it can be done for others to iterate. So better, more accessible tools with more modules or templates how to structure the game would help a lot IMO.So, when you compare this small, and partly volatile, market with the production costs, there's not much hope. It's mandatory to firstly reduce to cost, but this will inevitably reduce the quality.
Personal example: I dream of a game with turn based team combat on some kind of grid, with an obligatory RPG like backbone of stats and special powers (superhero setting). And I'm sure you vaguely know what I'm mean because games like that exist for decades both in strategy/tactics (X-Com, Heroes of Might and Magic) or RPG (Fallout 1&2) co it can be applied to different genres. Art assets can be done in DAZ I believe, sprites and all, especially if we do it without animations. Special effect like energy blast or power shields are a bit of an issue, as library of things like that in DAZ seem to be limited, and some are very basic which might be technological limitation. Support for VDBs was added some time ago, that improved the situation somewhat, but I'm still hoping for more. And yes, on he engine side, I'm sure It can be done in Unity or Unreal (so I'm thinking Unity, Unreal being too much of overkill for a 2d sprite based game), maybe even Renpy. But I'm not sure if it can be done well enough by a beginner.
I'm half tempted to try this Sakura Dungeon, problem is, cutsy child-like manga characters are rather major turn-off for me (so is futa), but I am genuinely interested what type of gameplay you can achieve.Between Unity, Unreal and Godot, there's already all the possible game mechanisms you can think about.
Even Ren'Py can do way more than what it is usually used for. The already named Sakura Dungeon have 3D old school dungeon crawling and combat mechanism, while a game like Planet Stronghold 2 have map exploration and combat mechanism. This while Lust Hunter is the game that goes the further, with map exploration, combat mechanism and dressing mechanism ; but alas not really done good.
For me, Superpowered is one of the better examples of a game that can push system drive gameplay and have half decent combat. And I still have quite a lot of games on my list to play, and some of them are promising to have such systems. Fully agree that difficulty of expanding teams and actual abilities of people making games is one of major issues here. And doing coding and writing and art is quite a lot (usually learning as you go I suspect), so I do understand the argument of just skipping silly ideas like complex gameplay with proper game-loop, since it is not essential.
To be honest, I actually don't know how actively Renpy for example is developed. It's not a bleeding edge tech, so Digital Foundry does not do analysis of new features, I sometimes see that games are updated to new versions, but even then they stay mostly the same. Unity is of course quite mainstream, and even more so Unreal, but the tech they are developing are not exactly all that well suited for porn games. Even if for example Unreal 5 procedural city generation is targeted exactly to reduce cost for developers of creating game worlds.
So I really do believe that tools could be improved, but not necessarily have the answer who could improve them. Because yes: costs. So I'm hoping, but I don't pretend to really know.
Of course, one possibility is AI. People are experimenting with AI assisted programming, we're not there yet, but progress seem to be very real, and so is art generation. I've been slowly exploring and learning DAZ and gathering assets, so I rather stay with that, and while there are some promising games done with AI art It doesn't seem to result in the ability to create consistent art style in larger quantities. At least, I'm not convinced yet. If we're talking locally rendered, not paywalled by large corporation and not pre-censored by moral busybodies, could be a huge boon to small creators.
Yeah, hard to code, and writing and art are their own challenges. So even if I have my dream project in my head, this is certainly one of the big questions that I need to answer to myself before I can truly commit. And I'm not even talking money in my case, but if I even can sustain enough passion to work hard for hours to achieve enough of an effect. And yes, I have a day job, and want to play some games for myself too.But there's a reason why those games are rare. They are hard to code, whatever the engine, and therefore raise a question: Is it worth it ?