Becoming a lewd game creator and identity?

LordSnow

New Member
Nov 30, 2016
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I am a long time lurker here spending hours and hours in CoC and TiTs and after discovering the forum I did the same in the other adult games section.

Games like New Life and Life choices (from an other site) really inspired me to make my own game as I found things that worked really well and things that did not.

I have played around a little bit in Twine 2 but I find it very weird so I thought about building the game from scratch.

But I also thought about the next step.. What to do when I have something playable? Do I make a patreon? I like the business model of many games here where the creator is providing the game for free but if you want early access to new features you have to support the development.

An other thing I thought about is what about my identity as a lewd creator? Do I keep it separate from my non-erotica creator identity? What do people do?

Just some thoughts, let me known what you guys think :)
 

Klaptrap

Well-Known Member
Aug 27, 2015
436
203
Worry more about actually making a game before you try to think of ways to milk it.

I'm sorry for putting this as bluntly as I do, but I've seen a ton of wannabe porngamestars collapse under their own ambitions. Make sure you have something first, then worry about making dosh.
 

BubbleLord

Scientist
Creator
Jun 24, 2016
3,969
1,154
On the second subject: it depends. I personally prefer to keep them separate, as it allows me to not get hit with a stigma someone might have/earn from lewd writing/game design. But there are people who can open up about it and be generally well-received... just a matter of your own confidence and situation in life, I think.
 

Magic Ted

Forum God
Moderator
Aug 26, 2015
744
478
Make a pateron if you so wish, but keep a separate identity. Also, fully expect for you to never get paid much of anything before a year of development or so and even then only if it's a good thing.
 

LordSnow

New Member
Nov 30, 2016
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Thank you for your comments people :)

I like to have a plan and I tend to overthink stuff, I guess all there is to do is to get to work :p
 

Void Director

Well-Known Member
Aug 26, 2015
198
6
From my experience

What to do when I have something playable?
This depends a lot on how far you want to go with it. AAA teams tend to keep things under wraps for a long time because releasing something unpolished can lead to bad first impressions. But there is also a huge early access market and lots of gamers actually enjoy feeling like part of the dev process and giving feedback on rough games. Also feedback helps you improve. On your first game I would just release asap and get feedback.

Do I make a patreon?
If you want. You will likely only get a small trickle of money from it though (I have gotten about ~$150 from Chosen over its lifetime, a small fraction of what I would have made spending the same amount of time working at McDonalds, I spent most of that on commissions and other costs). I would wait until the game is playable first.

Another thing I thought about is what about my identity as a lewd creator? Do I keep it separate from my non-erotica creator identity? What do people do?
I have one online identity for my my older SFW games another for my NSFW games and a non-anonymous one for things that go into my portfolio. But I occasionally have to reveal my identity in order to do things like pay for commissions.
 

splendidostrich

Well-Known Member
Aug 28, 2015
79
9
Hi there, here's my advice:

First, don't make a patreon account too soon. Once money's coming it your creative choices can be limited. Similarly, don't rush a game online straight away. Your game should implement your vision, and getting feedback very early can be a distraction from that - I've seen plenty of projects where developers end up making all kinds promises in an attempt to make people happy instead of focusing on what they themselves want to be writing.
Newlife was in development for almost exactly a year before I even put it online, and it was several months more before I set up the Patreon account - I think it was when one of the players asked if there was a way they could support me financially. In fact, it would probably have been better if I'd waited a little longer and redone the UI, but at that point I hadn't become aware of a lot of the UI issues, not to mention that I was in a very bad financial situation then.

That's perhaps an extreme position - most developers don't give it a year before posting their work online. Still, it isn't unreasonable in my opinion. A game early in development won't make a meaningful amount on Patreon anyway so you aren't really missing out.

During that year, the game changed a lot in ways which would be difficult to reconcile with a patreon campaign. For instance, it was possible to get married. That got removed when the game went from being a series of dates to an actual lifesim because the old implementation wouldn't have worked and I wanted to wait until I could do it properly. That was the right decision to make, but it'd be a difficult one if I'd had patrons then and had to justify removing content to them.
At the moment my main limitation is that I have a monthly patreon account which means I really should be releasing updates on a monthly basis or better. That's an annoyance because I'd like to redo the UI completely, but this could easily take over a month (the original one in 2014 did) so it isn't easy to combine with my patreon releases.

Second, if your primary goal is to make money then do not go into adult game development at all - well, I guess that should have been the first point, but it still stands. Adult game development involves largely the same set of skills as non-adult development but makes way less money and has massive negatives such as CV issues. I won't go over this in too much depth as it's a bit tangential, but it's something to keep in mind.
There's a reason that most successful games are hobbyist projects that have gone professional - because 'going pro' makes sense if you were going to make the game regardless of money, but it's a poor decision from a career POV compared to making something you can put on Steam.

Third, I absolutely recommend hiding your RL identity. This is especially the case if your game contains extreme content, but even a very vanilla game would be best kept secret.
Discrimination against people who've worked in the adult industry is common, and having your RL identity linked to a porn game could cause problems in your future career.
There are also potential social consequences, especially if you include any sort of socially-unacceptable content. For example, being known as someone who's a fan of rape porn might cause trouble for your love-life or lead to you being shut out of social groups.
Finally, some sections of the adult game community can be fairly toxic - a problem that non-adult developers also face. Revealing your RL identity could lead to you being harassed by internet assholes.

Of course this leads to the CV issues I mentioned above: keeping it a secret means a suspicious gap in your CV if you're working full-time, which could make it hard to get another job if you leave the adult game industry. The alternative isn't much better though - explaining your adult game to a panel of recruiters and your future boss. The 'best' solution might be to have an alternative part-time job, but that'd be a major challenge to do alongside consistent updates.
 

daviezwei

New Member
Dec 20, 2016
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First, don't make a patreon account too soon. Once money's coming it your creative choices can be limited.

Excellent advice from splendidostrich all around and I would like to emphasize this point in particular. Once you have a Patreon and fans, your game (and future games) will be influenced by their input. These requests may not line up with your vision for the game, they may not interest you, or they may even completely repulse or offend you. Of course, you could get around this by not taking requests (or limiting them) but you'll find your fan count and contributions suffering in either of those cases.

I say this because I just started my Patreon (after completion of my second game) and I have already had requests that are just not my cuppa. But I knew this would happen going in so was prepared to accept that responsibility.
 

xax

Active Member
Nov 14, 2016
28
22
To put in my two cents as somebody who's been running a porn game patreon for ~6months now:

Ultimately to make a game you gotta do the work -- make a design, write code, write text, draw art -- and that's a lot of work. It's very easy to count your eggs before they hatch, but it's also pretty easy (well, depending on your living situation) to just pick away at a thing for years without really accomplishing much or getting any feedback. Definitely consider showing off your project or project plans to some people you know, just so you can get some feedback along the way, and keep you energized about it before your public release.

I had HELL GAME in development for... years? At least two years, working on it infrequently on-and-off, before it got anywhere close to the point of having a playable demo, and even now I still maybe should've let it cook for a while longer before showing it off. Ultimately I just got impatient.

Patreons are seen as the thing to do, but like Void Director said, most people are not making a lot; don't assume it's going to be a major income stream to start or maybe even ever. The money can also complicate things a lot -- there's a reason why I don't have "you get to design content i'll put into the game" as some $20/m, $40/m tiers, because I know that it would lead immediately to people with a lot of money asking for things I wouldn't be comfortable writing, and (for myself at least) that seems like a perfect way to absolutely tank my desire to work more on the game in general. And like splendidostrich said, with a monthly patreon there's some pressure, from yourself if nobody else, to make monthly releases, which means there's an upper limit on how complex the things you can do are. Additionally, you tend to get the patrons that like what the game currently presents as: if your demo is missing big mechanics or setpieces, it's possible that the response once they go in might be "this isn't how I thought development would go, and I don't think this is important". Which isn't to say don't start a patreon, just, be aware that there might be complications if your game is in early development. "Early access to releases" is pretty uncomplicated as a reward tier, though.

The major thing is: just make a game. That's the hardest and most important part; everything else is negotiable.

As somebody whose only major web presence is that of a lewd author, the identity question doesn't precisely apply to me, but also, uh, there's a reason why I use an alias and not my actual name when I'm posting werewolf porn or w/e. If you have a more all-ages identity, it's probably worth it to have at least nominal separation, even if it's an open secret that both your aliases are the same person.

(Also personally I think twine 1.4 is a lot better than twine 2.0; there are a lot of fancy javascript hacks and layout things you can do with twine 1.4 that make it possible to break practically any of the limitations twine has as an engine. Obviously that requires a reasonable amount of knowledge of javascript and of the way twine's javascript itself works, but having an engine ready-made can help development a lot, especially if you know you can hack in some bespoke mechanics if you end up really needing them.

There's an appeal to writing all your own tools, but writing tools is boring and a lot of work, and tends to distract development of mechanics and plot and setting -- the things your game would actually be about -- in favor of extremely fiddly technical problems like "oh how do I implement this graph algorithm in javascript", "what are the precise combination of javascript and css rules to get this fade effect working", "what's the right clustering density for this particle effect", etc. If you can use something like twine or ren'py then absolutely consider it; it could save you a lotttt of effort, especially if you're not already a coder.)
 

LordSnow

New Member
Nov 30, 2016
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Thank you guys for all of your feedback.

I will take it into consideration as I move forward. :)