HentaiWriter
Tentacle God
- Joined
- Oct 28, 2014
- Messages
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I'll do it for 20k.
Can you do 250 different voices though at a professional level?
That aside, if you're really spending that much money on voice acting alone to the point of needing to take out a loan ("Yes, you see we need this thirty-grand business loan Mr Bank Man, otherwise the players won't fully grasp just how deep those tentacles can go") and 10k a month on Patreon won't cover it, maybe you should consider not voicing every bit of text in the game.
A few years ago, that would have been a consideration, but we're far too deep into that to just pull out of that now, especially when that's also one of the major selling points mentioned in practically every review of the game.
Future games won't have nearly this much voicework, that's for sure, but voicework will still remain a prominent part of all future games.
Same with the powerup bloat, especially considering how many of the bugs seem to stem from them. The dev team of course has access to the full cost breakdown of every addition, but I wonder if some of the features included are going to cost the project far more in time and lost revenue compared to what they add to the game.
The powerups are actually not that bad; there's a lot of bugs for them, but many of them are quick fixes.
Going off of your previous posts regarding rising debt, it would make more sense to make concessions and trim some of the fat in order to get a release done and the product put to market.
I mean, I'm not disagreeing here, but at this point, we'd just be lighting money on fire to try and pull back anything at this point, both in profits and in money we've already invested.
If you don't trust Steam sales to finance future game production alone, how many copies will this game need to sell in order to break even given that many backers will have secured finished copies already?
It's more that I would prefer to look at the worst case scenario; realistically, it likely will fund future games, but I don't want to "expect" that out of anything and then be left without a plan or backup plans if it doesn't happen. As far as the amount of copies needed, we'd be at $14 a sale after Steam's cut, so roughly just under 3,000 copies, which shouldn't be too bad.
Patreon is also a very risky option these days for H-game funding, considering the arbitrary rule enforcement and the many examples of funded yet abandoned games.
I understand this viewpoint, but I don't plan to ever make games with any content that would be hit by Patreon rules; Future Fragments is probably the most "extreme" game I'll ever make.
I meant that the game takes more time to make when more funds/allocations are put towards something that doesn't have as much weight as raw quality lewds. If the game was released years ago, as individual titles, you'd get steay revenue rather than having to shill for Patreon.
This is somewhat subjective; I don't think the game would have even remotely the level of interest in it (again, evidenced by polls and reviews on F95 and other sites) if we just shipped it out with lewds as the core focus. Constantly, we get people saying if we went that route, they'd just pirate the game and wouldn't have backed it or bought it, and that the plot/voice acting/gameplay was why they stuck with it.
(Also, how was anything I was saying "shilling for Patreon"? Patreon has tons of issues, we've told them as such before too.)
Yes, but you can tell the polar opposite is felt by people who are neutral to the game. Isolate the hardened fans from this forum and it's total night and day. True, some users here have shown they're pretty abusive towards devs without a moment of hesitation, but even moderately interested people will ask why something that was funded on Patreon for years should have a price tag after how much people supported it. Life happens, so it's best to keep things short so you don't scare off people who see that marketing strategy and get uncomfortable.
When I'm talking about feedback, I'm talking about stuff ran on;
- Newgrounds
- Other Discords
- Emails sent to people who stopped backing the game and asked for refunds
- Observing discussion about the game on other places where I haven't even brought it up
People who run into the game totally blind, for the first time, almost universally quote the story/voicework/gameplay as the core reason they're interested.
The people who are asking why a game has a price tag despite Patreon funding are honestly, people who don't understand what kind of costs go into making a game and/or don't want future games from that person. Games nowadays ask for insanely low amounts of money on Kickstarter and other places, as it's a "race to the bottom" in terms of money needed for games year after year, and it's why you keep getting more and more shovelware.
As I said in the previous post, we would rather put out games we're proud of and that we want to make, than make "the highest profitability games".
I'm not saying drop quality of your game at all, I'm saying that you're putting a price tag on something people have probably already paid you for for a tenth of the content. If you rely on patrons for the build, then sell the entire product separately, you've effectively taken more than twice the product's price from people who were trying to give you a shot. For your own image, it's best to just make smaller games with big content. The income you make now won't bide forever, and if you can't reel in new people without doing the same routine, you'll wind up in a financial hell that other developers complain about on here constantly.
To note, I dunno if you've checked out the Patreon rules we have much, but people can pledge once and get the entire game at launch. They don't have to stay pledging to get rewards or benefits.
Anyone who's backed us for $20 gets the game at launch, even if they never back us again.
Additionally, people can request full refunds at any time, no questions asked, no amount is too high.
Look at Cloud Meadows, Crisis Point Extinction-- Malice and the Machine (Or whatever that thing was called) and you'll see the dead end that Patreon leads to. Years upon years of development halted because fans asked "Why bother" and just stop paying them. It's been like 4 years and to this day the devs still bitch about it because they thought releasing a platformer that took longer to make than 2 Marvel Avengers movies suddenly doesn't get them by. You have to release finished products to lure new people in, otherwise the community won't trust you even when you've put half a decade into something.
Two of those games are making more than us, and all three games still have active development, so that's not really accurate at all.
I do understand about releasing finished games; that said, we don't want to release something incomplete. It'd be disrespectful to everyone who's backed us and everyone who'd be playing the game.
(And yeah, you shouldn't be putting that much money into voice acting-- Jesus Christ nobody wants to pay a lewd dev $50k of their pools into VA's)
https://f95zone.to/threads/future-fragments-v0-49-hentaiwriter.1550/br-reviews
Almost every single review on F95, legendary for the highly cynical/judgemental behavior of its users usually, mentions the voicework as a selling factor for them, a major one at that most of the time.
In terms of interest, it's massively worth it; and again, even if it wasn't, we really want voice acting. The game's characters have a lot more life to them than they would without it.
For a comparison, we've also spent around $12,000 on sound effects and audio mastering, and $35,000 on music.
I don't want you to get hit with the inevitable since there's still talent in the animators-- so I do recommend you look at what your options are for getting people interested before history repeats itself.
Not sure what you mean about "history repeating itself", but just to be clear, there's only one artist on the entire game for everything; no plural.
I think we'll be fine though, we just have to continue working on it and the game should do fine at launch.