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Part One: The Model, Mission Statement, and Consequences

There has been considerable introspection within our team, and personally, by myself (SmokeShank), regarding influences that have shaped our game. Over the course of nearly 9 years, we have been actively working on our project, SU, under the Patreon funding model. It's become clear how Patreon's content delivery system has impacted the type of game we've developed. Comments labeling us as "milkers" or "scammers" are common, as many perceive the platform's impact from their perspective alone. I aim to explain how it affects our team from the inside, offering a glimpse into our world rather than casting judgment on others.

At the outset of our journey, I was tasked with devising a business model. It was straightforward: Patreon bills monthly, so content should be delivered monthly. Our mission statement was to showcase our work consistently, regardless of circumstances. However, this approach was not the standard at the time. Two major models dominated our space: the sporadic release of content while billing monthly and billing upon content release, with pauses in between. Desiring to differentiate ourselves, we opted for scheduled content releases, believing this would marry the best aspects of both models and help us stand out. This strategy proved successful early on, as our updates became the most anticipated releases, attracting significant attention.

As time went on, we noticed a shift in the industry, with more developers adopting our approach for monthly content releases, moving away from the pay-on-release model. This reaffirmed our belief that we had made the right decision. Now, in 2024, the landscape features two primary models: the sporadic release schedule and a newer approach by smaller developers, who produce content monthly or even more frequently. The effects of these models are well-documented. For instance, the case of Breeding Season illustrates the potential pitfalls of sporadic releases. Despite this, such a model remains popular due to its ability to generate substantial income spikes, as seen with Summertime Saga.



Conversely, a regular release schedule tends to maintain steady support but can lead to quicker audience frustration due to perceived inadequacies in content delivery. Regular updates lack the impact of less frequent releases, leading to a sense of predictability and diminished excitement.



So, how does our model affect our content and game? A fixed delivery schedule necessitates efficiency, leaving no room for correcting mistakes or reevaluating poorly conceived content. The drive to continuously produce and release content leads to compromises in game depth and quality. Our focus on quantifiable outputs, such as the number of images per update, has inadvertently shaped SU into a unique genre within visual novels, one heavily reliant on SR7's art.

A major error was mine: publicly setting a timeline and deadline, with firm promises. Bound by our mission statement, we had no choice but to follow through, for better or worse. This approach heightened the risk of negatively received updates, a consequence we've faced more frequently than if we had opted for less frequent releases. Our determination to avoid being labeled as scammers or milkers ironically led to such accusations regardless.

We are still evolving and learning. I'm now developing an internal schedule that shields our audience from the pressures of our content creation cycle, aiming for each release to be well-received and allowing for significant updates. While challenging, our team is dedicated and prepared to meet this challenge head-on.

Part Two will be in May Patreon, Flowcharts, and Rewards!

TL;DR: Over nearly 9 years, our team, has developed our game, SU, under a Patreon model, aiming for monthly content releases to stand out from sporadic release models. This approach, while initially successful, led to challenges like content quantity over quality and audience frustration with perceived inadequacy in updates. The major mistake was publicly setting strict deadlines, which, despite intentions to avoid being labeled as "scammers" or "milkers," attracted criticism anyway. Now, we're shifting to an internal schedule to improve content quality and reception, learning from past experiences and committed to evolving.

Comments

Illicit

In terms of honesty and integrity you guys are way better than most of the people working in this area. Your commitment, professionalism and the regularity of the content really stands out. What's most important to me, though, is the transparency.

iAnimeDeath3000

My only gripe was too many updates involved simply only doing outfits for each person. Instead of working on new characters and advancing the story. A lot of things were stagnated due to only focusing so much on outfits. This made any new content released a bit much b/c you guys had to make sure you had similar amount of outfits for each new champion. Due to this very issue is why I think ppl think you are milking the title. Because for most part you only focused too much on outfits and not meaningful content that add to the overall story and gameplay mechanics. You added a ton and left them alone for way too long. As one stated before a lot of updates had game breaking bugs that stopped ppl from able to progress in the game. Due to the amount of outfits you were creating. For most I still love the content you make and the way you portray the characters is amazing. Everything in story parts is excellent quality and feels like it fits the true personality of each character and believable. Also I should mention in recent year or so you have strayed from doing so many outfits and put focus on the game's story and game mechanics. This is what made start to pledge. You have shifted focus to something more meaningful. I know artist that work on these types of games have many layers to make. Compound that with more than one outift and the amount of artwork needed to be done is drastically increased. I think when back then you were so focused on outifts you suddenly realized that was causing smaller updates. And most likely put a lot of strain on the artist. Glad you guys shifted away from that and really got down into working on story more and game mechanics.

gunsmokegames

In no way was the post about being called a milker, or scammer. I think both those terms are used by people who don't support products otherwise they would know. I merely mentioned it as a reason why we chose to deliver content in the way we do. Our own want to not be a scammer, which turns out doesn't matter because you will be labelled as such regardless by some. This post laid out what continuous release schedules with firm public deadlines force you as a creator to do. They force you to create content as fast and efficiently as possible. You sacrifice QA, depth, story, and even quality in order to create more and more images. You go to repeatable sequences, which help in making sure your deadline is met. The costumes were a symptom of that need to create, and that is all spelled out in the post. It's why you see new devs jump on the regular release schedule to eventually remove it, it's just unsustainable over time. This post was about Patreon's impact on the game, and how I think it has shaped many games in our space good or bad.

juan

I've been with you guys for a while, not a major contributor by any means.. just waiting for the day BoB2 is completed and released!