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Well, mature games have their own audience (which isn't restricted to merely pornography btw. But that's beside the point).Regarding what said:It's not that Steam doesn't sell adult-only games, it's just that the conditions aren't really clear. Hatred was rated AO and is available on Steam.
HuniePop is an adult game and is available on Steam (and GOG).I really wish Valve would do something to clear this up. (Ideally resulting in adult-only games generally being allowed on Steam.):I think that the best option would be to do it exactly as the HuniePop developers did it. The Steam version is censored, but they offer an official uncut-patch through their website which is also linked in the Steam community's FAQ.The best of both worlds so to speak.Is there money in it? HuniePop is a very good example in more ways than one. The game is basically bejeweled with sex. It's a casual game being sold on Steam, a store mainly for core games. With that in mind, the game.made it into Steam's top 10 at launch.has - at the time of this post - sold 326,573 ± 12,317 copies (according to SteamSpy).has a user rating that's 96% positiveAll of that despite.getting flak from the progressive dipshits because of 'muh representation of women' (even though the development team was 50-80% female depending on whether you count voice actors or not).not getting coverage from Kotaku, Polygon and the other usual suspectsSo, is there money to be made?
Of course.It's a niche market though. So the two most important aspects are to a) deliver quality and b) budget your game accordingly.I haven't played the game, but I know that it's a high quality product. Simply adding tits to a cheap game won't cut it.Hope this helps. Huniepop is either an outlier or the start of a trend to which there has been no follow up, and I don't know which. The adult games 'scene' has been around for a while, but outside of Japanese eroge, there really hasn't been much of an english speaking market for it (not that eroge has had much of a market either).
That leads me to think Huniepop is either a freak of nature that will never be repeated, or the gaming populous is now mature enough that we can now talk about porn without giving a S. I think that the answer is, of course you could make a boat load of money. But sticking naughty bits into a game doesn't make it a good game or good adult entertainment.People do make this stuff, and it has been around a while, but it obviously hasn't caught on in any mainstream way.You still would need to make a good game, and most people can't do that much. So, adding AO content will just further limit your audience.
The adult entertainment audience is extremely well served as it is.Also, as someone who prides himself on knowing a little about games. What about a game can make it specifically sex-related? Seems to me like you got your wires crossed on this one. The game I'm thinking is an RPG that has sex as a plot, and as a reward in the game. Censoring the game isn't hard to do, lots of games do it in small ways. Rewarding a player with something more conventional like a weapon or cash seems fine.
Changing the plot seems tough but it could be possible to make two parallel stories if it's planned at the beginning.I hate the thought of it, but I want to make the game I want but I also want to make money.I've played a few adult games and most are simple or copies of others. While their are a few that are just good game designs, that I'd love to see a full game of. Even a non-adult equivalent would be nice. Adult games are more of a novelty than anything.The adult content could bring in players interested, and solid gameplay will let players enjoy themselves. A combination of sex appeal and gameplay has been used to sell games before, but usually by lying through their teeth with empty promises of sexual content that gamers obviously want. The game I'm thinking is an RPG that has sex as a plot, and as a reward in the game. Censoring the game isn't hard to do, lots of games do it in small ways.
Rewarding a player with something more conventional like a weapon or cash seems fine. Changing the plot seems tough but it could be possible to make two parallel stories if it's planned at the beginning.I hate the thought of it, but I want to make the game I want but I also want to make money.I've played a few adult games and most are simple or copies of others. While their are a few that are just good game designs, that I'd love to see a full game of.
Even a non-adult equivalent would be nice. Adult games are more of a novelty than anything.The adult content could bring in players interested, and solid gameplay will let players enjoy themselves. A combination of sex appeal and gameplay has been used to sell games before, but usually by lying through their teeth with empty promises of sexual content that gamers obviously want. Do you like and play adult themed games?
If not, how do you think you could make a good one? Do you have a top notch artist for this kind of art, or an art budget that allows for at least a 5-figure sum spent on freelancers?
Do you have a writer that can write erotic fiction on a level that doesn't make people cringe?To me the whole thing sounds like you are looking for a magical get-rich niche that just no one has thought of yet, but I'd rather consider it an unpredictable market where you can't start out with low production values, so it's a high risk investment or you better don't even start, if it is financial success you are after.You would probably be better off producing straight up porn videos and trying your luck in that market. At least I'd imagine the financial risk to be way lower. Sex changes your audience.
![Unity Unity](http://upload.3d-sexgames.eu/somasex-ss-3dgirlz-virtual-porn-simulation.jpg)
My app, has a sexy title, it discusses sex, and yet, is completely safe for children. Sort of how National Geographic can cover it. As such, it has large possible audience, specifically couples looking to improve their relationship.Most times, 'sex' actually shrinks the audience, particularly in America. At the same time, the audience that remains is more likely to be interested in your game. So you get a more motivated niche audience - which from a marketing perspective, is a great place to be. Quality still matters.Gigi. I think the majority opinion has already been expressed, but I'll throw my two cents in as well.There's quite a difference between the game you seem to describe in your first post vs a few posts later.
First, let's discuss the second version (Sex-themed RPG)Consider Leisure Suit Larry (the newer ones) and The Witcher.Leisure Suit Larry has never backed down from the subject of sex, but it approaches it in an infantile manner. This approach is generally targeted towards your recently pubescent males or adult males with. Impaired social skills with the opposite gender. Flashing breasts, potty humor, sexist undertones. All accompanied by generally poor quality all around and questionable taste in the first place.The Witcher, on the other hand, is a finely-crafted RPG intended for audiences who want a more mature take on fantasy.
Everything from the visceral and graphic violence (that still isn't over-the-top or overly glorified) to the nudity and sex scenes (albeit, only nude women as far as I ever saw) suggests the experience is targeted at adults. While the peeks of areola and camera pans to women's backsides are still intended to be titillating, it's handled in a manner closer to cinema than that of a poorly produced pornography.My wife loves watching me play The Witcher 3, and while she's commented on some of the sillier or unnecessary nudity occurrences, it never felt trashy or pornographic. Conversely, I'd be very embarrassed to play a Leisure Suit Larry game around her (or even by myself, for that matter).In summary, quality and intent makes a world of difference when approaching sex as a subject of a game. My wife and I have been making our primary living as independent developers of sex games for about 15 years. As sex has become less of a taboo over the past 3 or so years, the number of openly sex-focused games has massively increased. That's a very short time. It was incredibly difficult to find traffic and customers for most of the time we were doing it, and now it's changed and somewhat easier, but.
Competition has increased, and profits have dropped. Your mileage may vary.If you plan to get involved in making sex games, I highly recommend that you be up front and honest about what you do from the get go. We hid it from friends and family up until less than a year ago. That's a long time to keep your main job so secret, and believe me it has its costs.Also plan on never being taken seriously, unless your sex game has a 'message'.
If the message is 'sex is depressing', or 'dangerous', or 'empowering as long as we cry afterward' then yeah, you might get some coverage, apparently because in order for people to talk openly about sex, they must be discussing the serious side of it.If your sex games are about getting people aroused and thinking about sex and yeah, doing something about it, then you're going to be laughed at and get hardly any coverage, unless that coverage is a joke review about how ridiculous your game is. If you can take that, then you might make some money. All traffic can be good traffic, after all. But mainly, don't expect anyone to talk about your game. Your user base will be a closed group of people who don't often spread the word or let it be known in public that they play games that are purely about sex. People, for some reason, don't want anyone else to know that they like sex. It's bizarre, but it is a thing, at least in the USA.
As a result, anything related to sex in games, etc. Is usually accompanied by snickers and giggles and 'oh no, I don't like the sex, I just think it's a ridiculous game'.Don't make sex games because you want money.
That ship has sailed. Do it because you like sex and you want to make games about it.With that said, I originally made sex games because I wanted the money. And damn we made a lot of it. That was a different time, though. That ship has sailed.Honestly, I've never actually even played other sex games more than a few minutes. I've probably played about an hour or so of sex games in the past 15 years of making them.
It's not my thing. I'm into simulation.
Yeah I love sex, it's awesome, but. Early on we figured out some sexy things that people were looking for, and we kept adding those things to each new game, and we've been successful by doing that.There are sex game genres now that people will spend mucho deniro on, such as furry sex games and things like that. Literally I think it goes like this: ' oh, you are making a furry sex game?
Here, take my wallet and everything in it.' Those aren't really my thing, though, so I'm leaving a ton of money on the table. These days I'm not so focused on the money as I am simply making a good simulation that our users enjoy.Figure out what you are into and what you want to spend at least the next year or so staring at and dealing with. If you're not comfortable making sex games, then think long and hard (I said long and hard) about whether you want to go down that road.
It's a lonely road, I can promise you that. But then again these days there's no telling what's going to work or not. Best to just do what you want to do. I think you've all brought up a lot of interesting points. Some I don't agree with but definitely interesting.Making things I find interesting that I want to make is my main concern. Marketing is part of planning and building a game (or so I've heard).
I'll try making a good game before I try making money off it. It would be nice to have a game that lots of people play though.I heard the word quality bounce around a few times. It confuses me since quality can be irrelevant. Quality of art and animation has a wide range of things that acceptable. This is especially true for porn. I've drawn, animated, and seen a lot of porn art.
The range of what I think is good isn't the same as others if popularity and traffic indicates that. Click to expand.What's confusing about 'quality'? The definition goes: 'the standard of something as measured against other things of a similar kind; the degree of excellence of something.' This touches on all things like music, UI, aesthetics, style, content, game mechanics, story, game play, tasks, rewards, and flow. Nowhere in the definition does it say high-fidelity, 3D, vector-art, animation, or the like.
Those are things we read into quality. Quality is quality, and customers know it when they see it.Gigi. Click to expand.I forgot I meant to respond to this, too.As always, I agree with. Quality is everything. Consider a rough doodle of a big floppy penis in the margins of your class notebook.
Is it a form of pornographic art? Is the quality something your average pornography consumer would be interested in spending any money on? I'd say no.Now consider a 4 foot wide painting by David Choe of a blue, stylized phallus in his famous style, painted on heavy canvas with a heavy frame encasing it. I imagine he'd have no problem selling it for a few thousand dollars, and prints of it for a couple hundred. That's the difference between quality that consumers recognize.Also, just want to throw out a bit of praise for and thank her for sharing. Showing your game to people is the best (only?) way to have it be discovered and played, and similarly, purchased.
Having a sex-themed game may limit your potential avenues of doing so, though, as Ony covered pretty well. You're probably not going to get a booth at a games expo with kids walking around if you've got characters having sex on your displays, right?
Similarly, many publications will choose to not cover the game due to its content. You will not be releasing on Apple's app store.A game doesn't have to be better than every other game in its genre to be critically or commercially successful. I think what people are trying to say is that if you're going to target such a niche market, quality is going to be more important than doing, say, a casual infinite runner.I believe you're getting caught up on the wrong points.
If you want to make a sex-themed game, you absolutely should. But you shouldn't really be thinking about how you're going to make money off it yet, especially if you haven't even completed and published a single game of your own yet.
Do it for fun, and find your own way to measure success, like sharing it with a partner who will give you a nice bed romp for your efforts or something. In total fairness is typically very discrete.
You can't accidentally stumble across her games without looking for them.This post on the other hand leads straight to adult content:Oh c'mon guys can't you see I was just jokin' right there?Keep your socks on!I don't really care myself, a quick Google search on some obvious terms will put a minor in reach of whatever content they want. But if you are going to pull up other people on the content of their posts, please ensure your own stuff is clean.Something or rather about glass houses. Anyone here maybe have some insight into question.
Basically, is there any info stored in projects (your source folder, and/or the projects after they're built) that is tied to the creator of the project? I plan to use Unity to make some nsfw stuff on the side under a pseudonym, and don't necessarily want my professional email, my name, or anything else tying those projects together, and I want to avoid switching logins (and I can't afford two licenses) every time I'm switching between nsfw and sfw content.
“But one barrier has continued to prevent many people from making games, and that is the lack of talent. With the Semantic Game Builder Interface, that is something we’re going to solve as well.”“Sure, this kind of democratization means that there will be some, or maybe quite a lot of games made that are very similar, without a lot of originality or vision”hahaha.
Thats actually funny i got a good laugh. So if you dont need any talent, skills or knowledge then whats the point? Your not actually making a game your just using a game created by someone else. I can sorta understand this from the prototyping standpoint where you could prototype someone quickly and only have to make a couple of tweaks to get you going.
But my concern is how much time does it actually save you and how generic are the games it produces? The article also made it sound more like an automated game creator then a tool.