- Mar 26, 2019
- 468
- 1,783
This is a great post!I think the largest lesson to learn is that:
a) Your customers are not your friends (they are like the Greek Fates, fickle and cruel when spurned), b) Discord is a tool, not a social platform if you're a Developer: use it for PR / communication soley about the game and leave it at that and c) Patreon is not your friend given it is structured to minimise feedback that shows the actual fail-rate / percentage of failed projects it actually hosts. Patreon isn't even kick-starter (in that KS at least cancels projects that fail their target goals).
Many (many) of these projects fail because a Developer falls into the Discord rabbit-hole and wastes time, energy and psychological well-being that are better spent coding / writing / planning out roadmaps. Lesson #1 - Discord is a company with an identical model as Twitter or Facebook where they use a whole raft of dark patterns[1] to maximise engagement. This includes you, the Discord creator.
Top tips:
1) Don't overly front-load a project: yes you want a splash and yes you want to get hype / momentum, but don't blow all your load at once. This is a classic where a title launches with 3+ gb of renders, huge cast, massive promises and then runs into production issues. Make a roadmap: know what your next three release targets are and do them religiously. Three month updates are sensible and allow for RL to interfere without ruining deadlines (monthly is suicide: professional studios don't do monthly apart from internal crunch... and that's kept internal for a reason). This is called "runway": if you have 3+ gb, release 2, hit the next deadline with your remaining 1 and the breathing space / lack of pressure will probably mean you can produce an extra 1gb to bolster it. Always have runway (and not imaginary 2500 renders that do not exist a year later) and be realistic: even a short narrative arc / render set is better than panicking and throwing out a minor cast render / sex scene to placate your customers: hit roadmap targets, not filler spank. (You'll take a hit in the short run; in the long run your game gets completed).
Lack of content + Time pressure + solo psychological development = death spiral waiting to happen
2) Focus on the game rather than the PR / Discord / Patreon numbers. Make it clear to customers (and to yourself) if you consider this a hobby (which will get you more leeway on updates but lower interest levels) or if this is semi-professional.
If it is a hobby, then treat it like one and have fun. Ignore feedback and just create and see what happens.
If you have an absolute $$$ goal make it clear to yourself and make it realistic. Don't say "If I don't get $1000 / month by month two I am ditching"; do say: "My target is $250, $500 and then $1000, but I can accept $200, $400, $800 for three months after this deadline, then I will have to reconsider". Then stick to it.
3) Social media is poison, especially Discord which is real-time interaction. Treat it as a required necessity and never use it for anything but hitting a roadmap target. Yes, each update should have patch notes / a lead-in time, but only do this once you have wrapped up the actual update.
You get the idea. Good luck with your project.
[1] The best source on this is probably:You must be registered to see the links
I think most potential VN players view projects in one of three ways:
- Hobby project: the developer states, from the very beginning, that this is 'passion project' or a 'hobby project' and usually is the work of one person. Importantly, the developer doesn't make transactional performance claims - "I will deliver X amount of content containing Y preferences if I reach the Z amount of support and I'll do that every [specific period]". Even if they do accept true, 'tip'-style patronage, it's clear from the onset this is a best-effort, 'done-when-it's-done' project. This doesn't completely shield the developer from complaints but most players are reasonable and help educate the less reasonable.
- Full time developers: the developer states that they will work on a project, or even projects, 'full time' if a certain threshold of patronage is met. This sets the expectation that there will be a steady stream of content released, even if the developer doesn't make specific content and release cadence claims. Players and patrons assume this is the developer's only source of income so they expect the developer to make every reasonable effort to be professional and use patronage monies to develop the game.
- Transactional developers: these developers are the ones that do make performance claims which couple timing and content to patronage. This is basically content-to-spec (romantic interests, sex acts, body types, even names) and people's expectations are (at least) based on what the developer states will happen. Players perceive this as a 'tit-for-tat' exchange of patronage for content and will be extremely disappointed if the developer doesn't meet their commitments.
I don't have a lot of advice that others haven't given but what I will say is be consistent and learn VN creation project management. A lot of developers get into trouble by allowing themselves to 'stampeded' into committing to content and timing, and almost all new developers learn complexity management the hard way, often as a direct result of the scope creep that comes out of getting pushed into doing something you don't really want to. Not following these common-sense 'rules' is exactly what caused BD to not deliver and we can all see how that turned out.
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