Lucky777 Wrote:Ace and Zobo raise some pretty cool points, 100% on target when it comes to games that are both financially supported and endlessly in development.
Even so, I don't quite agree with the conclusions they've reached.
Things can work out fine if there's just transparency between creator and financial supporters, I feel.
Lucky777 Wrote:Even as a guy who's never MADE a game, I certainly see that for "finishing a game's development", having an "End state" is indispensable.
It's tautologously true, even; if you don't have an end state you can't reach that end state.
And if you can't reach the end state, then development can never "finish".
Lucky777 Wrote:But to be honest, I don't dislike the concept of a game endlessly in development at all.
I don't... think it has any problems in and of itself.
There is at least one main problem, but I think it's an external one; a problem with creators and not with the creation model, if you'll pardon the semantics.
Lucky777 Wrote:And on the developer's end, there is freedom both to incrementally expand the game's scope, AND to refine the already existing content.
As to the creator's possible tendencies, fair enough, the model can foster some bad ones.
Any tendency to keep building on a faulty foundation without fixing the technical basics... is PROBABLY one that'll lead to problems sooner or later.
It's hardly worse than its opposite, ie continuously re-coding content that has already been released, so the player never sees the playable content increase.
Lucky777 Wrote:And when author interest in the product wanes, the author can say so, finish up what's on the plate at the moment, and put the project on indefinite hiatus.
...
And putting the project on Hiatus WILL result in the project's income waning and/or ending.
So we come around to what I believe is the single biggest problem.
That's the temptation or tendency to be dishonest with one's financial supporters, and to keep milking them with empty promises.
All I can say is that any tendency for developers to take money (monthly or otherwise) without transparency or product-delivery strikes me as a regrettable one.
Lucky777 Wrote:And likewise, in an endless development cycle, you can overcome the tendencies.
I'm sure you can walk the middle ground between frail foundations and constant re-treading.
I'm not a programmer or anything like one, so I don't know how hard it'd be, or if it'd be harder in an Open-ended scenario.
...But I'm sure you could do it.
And for damned sure you can be honest with your financial supporters.
Anyway, as to financially supported creators, I do think that reasonable transparency with one's financial supporters is an irreducible minimum.
Lucky777 Wrote:I'll re-iterate that I haven't seen the tendency to milk supporters with purely empty promises in the past, for this particular game.
There were bugs etc, but the track record before June isn't something people should just look away from, either in its positive OR its negative aspects.
... Still, should such a tendency appear or continue, people should, as Zobo mentioned, recall the events of Breeding Season, and act prudently with their money.
After all, one shouldn't look away from what's been happening after June either.
And even fully allowing for IRL shenanigans, Zobo's parallels are potentially good cause for concern.
Ungawa Wrote:
As it stands, I find Simbro to be a decent game but it really needed a lot of work. I think that Strumpets is a good alternative albeit different. But I do find that Simbro going belly up as Flash is going dead kind of telling... The main problem was that they indeed needed finishing conditions. But they also needed teams to complete them and that wasn't happening given the resources they could pull.
Zobo Wrote:Funny, as I did not write out any conclusions in my post that I can see... Just pointed out the similarities and finished with a hypothesis.
Zobo Wrote:There, though I picked the quotes from different parts, you basically contradict yourself AND point out the patreon problem#1. When you make money from this thing and this thing only you can not put it on hiatus.
Zobo Wrote:Problem #2 is that people want cool stuff and thus the demand drives the tendency to focus on new cool and visually appealing stuff rather than long-term improvements that are slower to do.
I mean I'm also no economist, so what do I know.
In the context, I also saw a suggestion that all Financially supported open-ended development projects will end like Breeding season, which I disagree with.
That type of end is averted by transparency.
And the way I see it, the lack of a pressing end-time gives you more freedom to work.
Screwbucket Wrote:Hey guys! Don't really post here on the forums much, but I thought I might as well throw in my 50 cents since I was actually a long time $1 supporter. Yeah, it wasn't much, but the vast majority of their supporters are $1 and they're the ones I suspect are going to start cutting the cord in droves if things carry on as they are.
Looking back, I think the point I started to see things start to go haywire with their development was around the time they introduced the bar...although honestly, the core of the problem probably began earlier than that. Just about every single update was just adding new content. No improvements to what was already there, just new stuff on top of new stuff. At first it was really cool...but knowing a little about software development, it became clear that what they were releasing wasn't really planned. It all came off as very scatter shot. It occurred to me that if you were going to be developing content for a game and frequently adding new content like they were, you'd start with sort of the basic default scenario and branch off from there. But what they were releasing was...kind of random when you get right down to it. It was like watching someone play Tetris and somehow managing to not complete a single line. One moment they're adding a new floor to the brothel, next they're adding a new character to the dimensional travel thing, next they're introducing weapons, next they're changing the entire way clothing works. It was all over the place. It was like they decided what they were going to do for the next build immediately after they finished another build and just kept on doing shit last minute. This is a HORRIBLE idea if you're going to be incrementally upgrading software like this because if everything is unplanned, trying to squeeze in new unplanned features can result in weird bugs and coding that closely resembles something held together with duct tape, super glue, and hope. I would not at ALL be surprised if the reason for the gigantic increase in bugs and delays was because they got rid of their old coder, their new coder came in, and found himself working on a complete and total mess.
The bugs came first, of course. At first they were manageable but soon bugs began to crop up that would force you to totally restart the game. Sometime the bugs were in such obvious and out in the open places you had to question if they play tested their own game at all prior to release...and if they did, if they released something they knew was broken but decided they wouldn't say anything and just fix it afterwards. After release bug patches became pretty common with the releases and, in hindsight, it's no wonder they began to struggle to keep to the same schedule. On top of trying to pump out new content that seemed to be totally unplanned, they were also fixing bugs from prior releases...which very well might have broken the new content they were working on forcing them to spend even longer on it.
I was really hopeful when they came out and admitted they fucked up. Made a whole post to their Patrons that they realized the delays and bugs weren't acceptable and they were going to take an additional month to sort their shit out. People were pissed, but were at the same time thankful they were honest, fessed up, and seemed to be making an effort to make sure things wouldn't get worse.
...anyone here a fan of the Captain Underpants book series? You know how sometimes the author would throw in an entire chapter that was basically just, "And then they did?" Yeah, well, that's basically what happened. I don't recall exactly how many builds down the line it took, but it didn't take long for them to fall into old habits. The delays started up again, the horrible bugs started to crop up, and then the straw that broke the camels back for many. The build they were working on was so buggy, so unready, even they couldn't release it early. So they just released the old build with a few new things added in to fill in the monthly update. Pretty much went downhill from there. Most recently the delays have gotten absolutely insane. Their own patrons were commenting that they should stop giving us countdowns and just set us up for disappointment. Even as the delays were getting worse, they were still talking about implementing new content. They had started to sort of build off of the content that was already there after the apology, but most recently they've again just been trying to shove in new mechanics and features nobody asked for. Their Patreon comment sections are REALLY clear. Nobody is asking for this. Nobody is demanding they pump out new mechanics and features every single month when there's so much older content that needs finishing or just outright fixing.
I canceled my subscription after one of their more recent builds was delayed three times. As much as I enjoyed Simbro, it's getting to the point where it felt like even giving them a dollar was just insulting to a large number of other projects that could use support. I mean, shit, there are games being developed in 3D using unity by one man teams with more consistent updates and stable builds than what Simbro has been putting up...which is downright astonishing considering this project was once the 3rd (now the 4th) most supported NSFW game on Patreon and at its peak was making over $15,000 a month (now just under 11k)! Things are so bad, if you look at the statistics of their earnings (https://graphtreon.com/creator/simbro) you can actually pinpoint the exact month people began to lose their patience and either pulled their support or lowered their sub down to $1. I think the only reason they haven't lost more is because you can get Patron access to their game with just a dollar...which is about as much many of their supporters are now willing to pay to justify any sort of investment.
...I'm not sure that will last, though.
It sucks because this game like Breeding Season has a tone of potential and it's all just going to be thrown out the window due to zero transparency between developers and fans.
Everyone with just a tiny bit of programming experience can see that this project isn't being attended by a person with the needed programming skills / or they do not want to work on their own project anymore.
HugelDude Wrote:
It sucks because this game like Breeding Season has a tone of potential and it's all just going to be thrown out the window due to zero transparency between developers and fans. One team that does this wonderfully is the developers of Summertime Saga, they have progress bars to show how far along the code, audio, art and posing is for the next update and also do streams of them drawing the art for the game (without any spoiler content of course).
If you're looking for a game to play check Summertime Saga out, it's pretty great.
Ungawa Wrote:I'll now take you back to your regularly scheduled Simbro programming...
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