Q & A Regarding Kemo Coliseum Project (Patreon)
Content
To be honest, I wrote this since August. I was going to post it after I release the game since I'd rather spent my time working on the game. However, seeing that people finally take these questions to me instead of talking about it behind my back like they often do, I think it's about time.
(The questions listed here aren't all from Stark, but it's something I see quite often)
Isn't the game supposed to come out in 2012?
I admit that this is our fault, as the promotional art says that "the battle starts 2012".
At that point in time, we actively reported our activities and we thought from the context people would know that we're a small group and we were working on a big game - Sugar Shooter 2. There would be no way that a small group like us can finish 2 big games back to back in such a short amount of time. Thus "the battle starts 2012" for us means we're going to work on the game in 2012 and not a promise to finish the game in 2012.
Even after that we actively said on the our blog that we are working on the game and since the game will be free of charge, we decided to ask for donation instead, as well as using money we get from other games to fund the project.
The project was clearly in its pre-production state in 2012, and it was clear to us from people's reactions as well as people who read our progress on our blog and the forum that they understood this.
However, as the promotional picture continued to spread, the context was lost and people assumed that we've worked on the game long before 2012 and it was supposed to release in 2012. We'll take this as a lesson in communication moving forward.
Hasn't this project been getting money on Patreon for $3000+ a year for 7 or more years?
Patreon didn't exist 7 years ago. We started Patreon in November 2014, which means, as of the day of writing (18th of August 2018), we've been on Patreon for around 3 years and 8 months.
In the first few months, we only got around $500 per month. It took us 2 years to reach around $3,000 per month.
However, many people never took this into consideration. Most of the time, they just look at how much support we get then assume that we've gotten that much since the beginning of the project.
While we want to be open about the support we get per month, it turns out that people use this as a way to throw abuse at us, accusing us of getting too much money for not doing anything. Thus, for our mental health and so that we can focus on working on the game, we decided to hide the amount of support we get per month.
As for before Patreon, we have always been open about the amount of money we get each month. You can see an example from the following reports:
All in all, we made around $7705.5 from donation during three years before Patreon.
But aren't you making $200,000 to $500,000 during these 4 years?
I really don't know where this estimation come from. Probably from just looking at the current amount of money we have and then multiplies it with the number of reports we posted? If so, this estimation forgot that our project never started with $3,000 per report.
Here's the screenshot of the amount of money we've made until August 2018.
So, $165,610 during 4 years. That's $41,402 a year, which is... less than half of an average salary for a Unity Developer.
Why does the game take so long? It's been many years and half of the game isn't even finished.
Lack of funding for us to work full time as well as hiring more people on the project is a major factor. During these 7 years, Kemo Coliseum isn't the only project we'd worked on. Relying on donation alone won't allow us to work on Kemo Coliseum full time. And when we started Kemo Coliseum, we didn't have many games in our stocks to be able to rely on their sales either. Sugar Shooter 1 and Sugar Shooter 2, while doing ok, weren't enough for us to quit our day job.
Thus, we had been looking for a way to make releasing Kemo Coliseum as a free game for all gay furries to enjoy possible. First option was to make a web game and get money from sponsors, and thus in 2012 we released two games: Touch and Tease vol. 1 and vol. 2
Unfortunately, the sponsor method proved to be not going well. Only Touch and Tease vol. 1 got sponsored. The second one, due to some disagreement, we decided to release the game for free by ourselves.
In 2013, we made Night Attack Beast Warrior and Touch and Tease vol. 3. With Touch and Tease vol. 3, we tried a new approach where people can play the game for free, and those who would like to support us monetarily can do so and get some behind-the-scene and extra stuff in return. It worked well and everyone seems happy, which encourages us to take this path when we make future Touch and Tease games.
Also, with Touch and Tease vol. 3, it was the first time that we succeeded the crowdfunding campaign. We wanted to spend more time on the game, but we need money so we did a campaign that, if success, the game will be released in one month instead of many more months. And it was a success! At that time, we used Gumroad's pay-what-you-want method with our webpage interacting with Gumroad Webhook to show the amount of money we raised from the game.
(Strangely, when we started a campaign for Touch and Tease vol. 3, there were people who called us a scam too. Hmm.)
Unfortuantely, things didn't go well with us. Gumroad closed its door on us in 2014, shutting us from getting any donation or selling any digital product to non-Japanese. We moved to Selz.com and Ribbon.co, and while they worked at first, they eventually changed their stance toward adult digital product and stopped providing us any service. It was around this time that we learned about Patreon, studied it, and decided to make a move to use the service.
As answered in the previous question, for a team of 3 people, we didn't make enough for all of us to work on the project full time. Thanks to our supporters, the amount of funding kept going up and in 2016 we were able to spend much more time on the project - almost full time now. Even though we are still underpaid, I'm happy to be able to work on the game that there is no other way for it to happen.
But it's just a match-3 game! It's like Candy Crush! Why does it take so long?
There's this misunderstanding that all match-3 games are casual games and simple to make. This is not true. While many match-3 games aim at casual players and their mechanics may look simple, a game that is simple to play doesn't necessarily mean it is simple to make.
Kemo Coliseum is a puzzle RPG game. Even though it's a match-3 that is based on Puzzle Quest, we want to make it different. We spent time studying and trying to come up with a fun puzzle system. (Anyone who has followed this game project since it was started might remember the first system where each gem represents each part of the body and matching them destroy clothes of that part).
We spent time studying Puzzle Quest, Puzzle Quest 2, and all the other puzzle RPG games out there in order to try to find something new. Explore something that hasn't been done. This part of the design takes time, and some time you don't know that your design isn't fun until you implement it (like the destroy each body part system in its early days).
On top of the match-3 system, we need to build an RPG engine. If you have used RPG Maker before, we basically need to make all the base scripts in RPG Maker by ourselves in Unity3D from scratch. Making an RPG game, even with a tool like RPGMaker, isn't an easy task. We have to make contents and the engine, thus it's much more work and it will take more time.
Also, the cutscene in Kemo Coliseum is told in a visual novel style. At the time that we started working on Kemo Coliseum, there was no visual novel engine for Unity3D and we had to make everything from scratch, building our own visual novel language script. This also includes other features such as simple localization that allows the engine to extract only the dialogue texts, as well as an ability to interact with the other part of the engine such as the RPG game database and the battle scene.
This was actually why we created all those small games as well. Night Attack and Touch and Tease vol. 3 served as games that give us more funding, as well as testing grounds for our original Visual Novel Engine. This is so that even though we were working on other games, we still make a part that will be used by Kemo Coliseum.
Still, the number of members in our team is limited. I'm the only programmer in the team, so the programming work is all done by me. This is on top of other tasks I have to do such as:
- Story Writing
- Game Design
- Special Effect Animations
- Localization (Japanese to English and vice-versa as some writers write in Japanese and I have to translate them to English)
- Management: Talk to various artists and writers, following up with their work, organizing documents and files of the projects in both English and Japanese
- Visual Novel Script Writing (I trained Kurono to do this already so now I'm not the only one who does this anymore)
- PR
- Customer Support: Talking to people on Patreon, e-mails, twitter, etc.
- Tech Support: Fixing issues when the games don't run. I still need to support our current games like Touch and Tease vol. 3 from time to time.
I've tried my best doing things as fast as I can while keeping the quality of the work I do. Still, there's a limit to what one person can do. Slow progress is inevitable.
But why isn't there a single new build? Why is there no update?
This is because I don't think it'd be a good experience to release small update for this genre of game. Our game is an RPG game that is supposed to be played when everything is done, or at least a big part of it is done. And there are many components in Kemo Coliseum, which are as follow:
Main Story
This includes visual novel scenes, writing them and directing them. Directing them also includes not just writing, but finding graphic, sounds and background music assets that go along with the scenes.
Monsters
This includes designing them, designing their skills, their parameters, how much exp will they give the player, how much money should they give the player.
Level Design
How should the enemies and bosses appear? Where should they be in the dungeons? Do we have any side quests that will help them clear some dungeons easier.
Items, Skills, Armor Bonuses and Equipments Database
What should we name them? How much should each of them cost? What can do they? Do they solve the problems we throw at the player?
For an RPG game, all of this must come together as one. And each part is time-consuming, sometime even requires looking at the whole game in a big picture. It just impossible for this type of game to be released in a small update without turning it into a super grindy gacha game that let you grind while keeping your interest by adding new gacha contents to keep you playing.
Splitting the game into episodes is already our way of trying to make us releasing the game faster. And now we're even going further to release an update for each main quest. It's still going to take time because that's how the game works.
Also, this makes it sounds like we don't communicate with supporters regarding the release. We have made posts asking and discussing about the releasing style with supporters already, and we have came to the compromise that we will release the game faster with no promise of it being well balanced and we won't do tech support.
Why don't you hire more people? Why don't you hire more programmers?
It isn't that we don't want to hire a programmer, but we can't because we don't have enough money and resources.
A full-time Unity3D Programmer cost at least $3,000 per month (and that's already a super generous number). We didn't make $3,000 per month until 2016, and if we're going to hire a full-time programmer that means we won't have any money to pay for any other part in the game. It's also difficult to find a competent programmer who are ok with a gay-themed game with erotic contents. Not to mention that there's also a time-consuming work involve in setting up how we work together, code quality control and integrating their codes into the main project.
Simply put, adding a programmer isn't an easy task. It's time consuming and expensive, and a wrong hiring could delay the project even further. The nature of the project being a r18+ furry gay game means that the pool of programmers who are willing to do this is even smaller.
I've always wanted another programmer or two to help, but we don't have the resources to do so. However, it's probably useless to bring in another programmer at this point, as there isn't much left for it to require another one.
As for manager, we would love to hire one, but a full time one is also expensive. And as we work with people from various countries, with some Japanese artists not being able to speak in English, we need a person who knows both English and Japanese, which, on top of being ok with adult gay furry content, makes it much harder to find one.
Are you making this slow on purpose to milk money from Patreon?
To be honest, this question is really silly to me as I'd have made much more if I focus solely on working on my day job full time rather than working on this project. As I said earlier, a full time Unity3D programmer makes at least $3,000/month and that's already being generous. The money I get from this project is lower than 1/3 of what I could have gotten given my knowledge and my skills (Programming in Unity3D, Software Engineering, fluent in writing, reading and speaking Japanese and English)
I understand that many of these misunderstandings and rumors happened because of ignorance on top of the history of furry games being full of many failed projects. I get the skepticism and cynicism. What happened to Morenatsu made it even more painful. I can only hope that this explanation will help explain and show you that Kemo Coliseum is a geniune project. We wouldn't have stuck with it this far if we didn't truly want to finish the game.
Why are you doing it this way? Why don't you sell the game like others?
I believe that a game like Kemo Coliseum cannot be made in any other circumstance. Where can you find a publisher that will fund you to make a puzzle quest with erotic gay furry contents that will be free for everyone?
And yes, I want the final product to be free for everyone to play. I want to create a game that money is not a barrier for people to enjoy. I even went as far as making all the characters in Kemo Coliseum licensed under public domain so that anyone can have fun with the casts.
But the free part can only exists after the game is finished. To make the game, you need labour, and I need money to put food on my table in order to give my labour.
This is why I designed this Patreon to be solely about donation. All the rewards are given once and you have them forever. There is no incentive for people to keep supporting other than that they just truly want to support us and still communicate with us. (I remember I was even called "lazy" for not coming up with nice rewards to give out every month. But I want to make a game, not rewards!)
I also set the Patreon to be per progress report because I don't want to charge automatically every month. When I started this, nothing guaranteed that I could work on Kemo Coliseum full time. What if it doesn't make money? What if I'm too busy with my IRL job that I can't work on the game? With this payment system, I can control and choose not to charge any supporter that month. (It's true that you can pause a monthly payment on Patreon now, but this was way way back before that feature was implemented)
I also want to be paid for my labour, but only when I show my work and supporters are satisfied with it. With Patreon system, a supporter has total control over this. They can stop supporting before the end of the month if they don't like what they see, or they can set the cap to the amount of money they can support per month. In my opinion, this is as fair as I can make the system to be.
There were still some people who spread too thin with their Patreon supports or didn't expect to pay a second time. I gave them their money back. Even people who are upset when the game is slow, I offered giving them their money back as well. I never force or trick anyone to support me monetarily. If you have followed my work since Sugar Shooter, you'll know that I keep telling people to support in the way that you can. This is even written on our website that we are ok with you pirating our games.
But if you still think this is a scam or I'm just milking people for money, well, there's nothing I can do to change your mind. And, frankly, I don't really care. The game is going well, and I'm really enjoying working on it.
TLDR
Making a game is hard.
It's been a long journey for Kemo Coliseum for sure. And for a game anticipated by many gay furries, I suppose it can't be helped that there will be misunderstandings and weird rumors around it. And having an amazing artist like NullGhost being the main character designers only makes it worse.
However, I understand where those negative comments or rumors come from. Furry adult games don't really have a good track record. I can only hope that all the previous games that we made in the past will make you believe that we will be able to finish this project.
To the supporters who have been supporting us, I want to thank all of you for making the project coming this far. I believe I've done my best to communicate and show you that this project is genuine, and I'm trying to make a game that I like. Still, if you have any question or something that bothers you about the project, please feel free to talk to me!
- Punipen