(Public Version) The Future of Eros Academy Development
Added 2017-07-04 03:22:50 +0000 UTC
Patrons, you've already seen this. Move along ;-). For the rest of the public that might follow along with my rareish public posts.. a couple of important points before anything else:
Development on this game will contiune regardless of changes to the update/development cycle.
and
Changes, whatever they might be, will NOT begin until after the NEXT update. This month, we are still on the old setup, meaning that the current system/cycle will be in place for the next (v1.6/v.17 - Public/Patron) update.
Having gotten those out of the way, I'm going to be brutally honest here. As things stand, development of Eros Academy has become a chore I have to fight against procrastinating, rather than something I enjoy making. Were I doing this as a full-time occupation, that would be fine. Also, it wouldn't be a problem if I was, since the whole reason it has become that way is that it is sucking up all the freetime I have while working a regular day job. To give you an idea of how MUCH time...I generally spend something like 80 hours on the smallest updates and upwards of 120 on a couple of the larger updates. That, by the way, isn't counting working with Jaylee on the short stories, creating the Mixed Media Shorts, or posting here.
This is not acceptable. That's effectively a 20-25 hou- a-week part-time job that I'm doing IN ADDITION to working a regular day job. I've made some changes over the last few months in an attempt to improve things. Either to decrease my own workload by fiddling with how much content I put in and how I make some of that content, or by increasing patronage so that I can cut down on regular work hours a bit. Needless to say, neither of these worked.
Long story short, after the next update I will be radically changing the way the game development, and patreon page for said development, work. The model I am currently using is a common patreon model used for adult games, but it isn't the only such model. The problem is, that I have no idea which of the other three options would work best. I also do not wish to alienate my current awesome Patrons by changing over to a system they don't like.
Now, the current Patrons are getting an actual poll. My patrons are awesome, as far as I'm concerned, and deserve a bit of a voice in what happens going forward. On the other hand, I did want to both let people know what might be changing and accept any feedback from other fans of the game that simply don't have the spare change to throw my way (Trust me, I get it, I'm extremely poor myself -_-). So, if you have a strong preference or relevant thought for one of these models, by all means leave a comment. I will read them and respond to relevant questions and comments. The three models I'm considering switching development over to are as follows:
Model 1 - Per Creation Patreon:
In this model I would be changing my patreon page over to a per-creation charge. Effectively all reward tiers would remain as-is, but updates would come less frequently and patrons would be charged only when there was an update. Which would probably happen only once every 3 months or so. They might be a bit larger and more polished but not a lot. Short Stories and Mixed Media Shorts would come only when there is an update.
Model 2 - The Tip Jar
Some creators have a lot more luck with this method then they do with rigid tier setups. In this method I would leave the project at a per month charge but strip down most of the extra stuff I'm making for the higher tiers. The game would release straight-to-public every update, with patrons mostly just being kind souls who want to help me out or thank me for the game. Patrons WOULD continue to get a few extras. If I do it this way, I'll throw up a random 'extra' every month out of a grab bag of options. Mixed Media Shorts, Short Stories by Jaylee or myself, or whatever other random tidbits I can come up with. Patrons would also get semi-frequent sneak-peaks into development. In example, when I make a new character or room for an update, I might pop up a single render of it along with a bit of a description of what it will be used for.
Note that, in this model, releases would likely be farther apart but considerably larger. I personally am leaning a little toward this method as it would take the stress off while allowing me to take on the bigger parts of the game that are supposed to be there but current aren't on account of how I've been doing updates. For example, each update would likely have a date with one of the major characters, as well as possibly some system improvements like an actual time and money system. Currently, those are not practical to work into my development cycle. With this more relaxed model, I could do them as I wouldn't be worried about getting out enough content quickly enough to feel like it is worth it for my patrons.
Model 3 - Longer Update Cycle
This model basically just alters the update cycle to three months, with short stories and MMS still coming monthly, but actual game updates only coming out four times a year. I'd likely make the updates a bit bigger, but not massively so. A full date plus a few extra scenes. That sort of thing. I'd also likely alter the reward tiers to cost a bit less each. Likely $3 per month for getting the game early + the short story and $5 for those that also want the Mixed Media shorts. Or something like that.
Charges would remain monthly with Model 3.