December 11 Update (Patreon)
Content
Before the main post, we have another lovely Lustmas image! Esthera and Nalili were engaging in Wholesome Family Activities on a wintry night, but Nalili fell asleep before Simon Claus arrived. ^-^
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Alright, it's time to talk about Once Ever After and metrics. I could have tried to write this months ago, and I'll have even more information a year from now, but... now is fine. There's enough information to make some statements that may be of interest to those who want to know more about the business side of things.
Metrics
Was OEA a success? That depends on your definitions, because there are many potential metrics:
- This was my most expensive game yet and it made back several times its budget. This is good.
- It's my worst-reviewed game, though not out of the "Very Positive" range. This was a contributor to the post two weeks ago.
- Though the raw return is high, the return measured as ROI is worse. Ouroboros remains my highest ROI; budget and ROI have been inversely related in my experience.
- There's a ton written online about whether Early Access is a good idea for story-based games, whether it cannibalizes wishlists, and so on. The primary release sales were smaller than the EA release, but still substantial, so I intend to do EA releases for all games from now on.
- It didn't cannibalize wishlists, either. I started with a modest number, which tripled after the EA release, and has doubled again since then. This is my highest number of Steam wishlists of any game so far, which suggests...
- Unless this game has a strange long tail compared to my others, it should have a healthy life of future sales.
- I gained more followers and new players than in other examples or regular updates. Steam followers increased by about 40%, for example. Also got an above average number of patrons out of it, which helped stem the losses due to economic conditions.
- Reviews are roughly correlated to sales, but not very closely in my experience. OEA still hasn't outsold DoW despite having double the reviews.
- OEA sold less than 50% of a cheap hentai puzzle game that its own creator referred to as "shitty garbage".
- It's sold roughly 10% of the copies of the biggest meme hentai games.
- On the other hand, it sold more and was better reviewed than several games with bog standard hentai elements.
- It also outsold a SFW RPG with a full development team and a six figure budget.
I included the comparisons as an attempt to retain perspective and avoid simple comparisons. As I posted two weeks ago, I think I'd sell better if I used more generic formulas, but I want to remain open to the idea that might not actually be true. It's possible that Steam is just a rough market no matter who you are, given the increasing saturation. On the other end, I wanted to emphasize that you don't have to go very far for my success to seem like small potatoes.
What does all of this mean for me? It doesn't have to mean anything. It's not like I'm accountable to any board of directors or stakeholders, and cash flow is positive. I do feel some obligation to everyone here who has given me this career. But otherwise, I am doing this for personal fulfillment, and that's the sticking point (as discussed last week).
Regardless of my personal opinions, I think you can make a legitimate argument that OEA1 is a malformed concept that won't satisfy any general audience. While I have certain kinds of freedom to ignore this, it put me in a disgruntled state. Even though a sequel would probably have filtered out most other players, it's not something to consider lightly.
Once Ever After 2?
So, would I ever make a sequel to OEA? Potentially. There are some obstacles: this one earned out pretty well, but in the years since, Crescentia's commission rate has doubled, so the sequel's budget would immediately double too. But the larger issue is one of fundamental theme and how to potentially correct for the above issue.
OEA2 as a concept could develop in several different ways. The new protagonist wouldn't be tied to Ingrid's character arc and I could easily imagine a version of the game that would be heavier on sex and potentially make a larger portion of the audience happy. Yet I find myself thinking that, no matter how much work I put into this, it would ultimately be viewed as a worse version of something I don't want to create.
A radically different alternative would be to make a SFW RPG with a sizable optional patch adding the sex scenes. If OEA was ultimately "RPG with adult content" as opposed to an adult game, this would be the final form of that concept. Sex in this conception of the game would be more about relationship arcs than central theme.
I'm not sure I'm really happy with either of these, or the null option of repeating the first game's balance. But that said, I'm still enthusiastic about some of the ideas I had for this. If you haven't read before, the sequel would be set in the Beauty and the Beast Fable. Monsterfucking? Monsterfucking! It would begin with a new cast, but as their worlds crack open, you'd see more characters from the first game (and maybe not in the ways you're probably expecting).
With OEA establishing some basic concepts, I'd be free to go nuts with the sequel. There are characters and concepts I'd really like to explore within the fairy tale framework. As of this post, I have no concrete plans to put any work hours into the concept, but as always, I will keep you informed.
Anyway, this post has been a weird mix. I hope that some of the industry stuff was interesting to those who like that sort of thing!