I'm old enough to remember when nearly 100% of games available to people, porn or otherwise, was released as a complete product.
Ok first of all, WE (me included) need to stop blurring the lines and referencing normal (sfw) games (indie to AAA) and porn games in the same breathe and
pretending they are on the same playing field. Second, I'm old enough to remember a time before video games, which means WE (you and I) are old enough to know the difference between games developed by a company and games developed by an individual or small team of indie / hobby developers.
Your statement was
I'm not sure you are aware of the issue I am referring to honestly. It's not a scam or anything dishonest, though that is fairly common on all platforms like Patreon. It's the replacement of delivering finished games with the delivering of delivering incomplete, buggy, "we'll fix it later as you pay and play" games that are becoming incredibly common in triple A games, to say nothing of little bitty hobby or indie developers.
Replacement refers to the replacing of one thing with another. In order to replace one thing with another, both have to exist at the same time. Complete, full, almost bug free games were a thing of the past LONG before patreon even opened their doors.
Also, while I don't think you are doing it on purpose, you are giving a very rosy outlook for full completed games while not in any way sharing the same downsides you are sharing about releasing as updates.
Releasing full, complete games has many downsides,
When the game was not received well many studio's found themselves indebt, some were forced to close.
When some game were well received, the studio was bought and many developers lost their jobs.
Some studios were bought just for a popular / profitable franchise and then it was handed off to others inhouse and many lost their jobs.
Having little to no reputation, if the first game flops, there are very few willing to get the second etc. and try it, meaning a lot of money is invested in creating a game where the developer / s, studio, already have a bad name and there is a high chance they won't make it back.
as well as MANY other pitfalls being glossed over.
So the replacement ship has sailed long ago, the models being used now have been (for better or worse) accepted and embraced by the general gaming community for a long time now.
Nothing less was accepted.
At the time nothing else was released, so claiming "was accepted" is untrue, we can also see it is untrue because when other thing were released they were accepted. Early on, gamers (serious and casual) had a chance to talk with their money and tell ALL developers / studios / companies that they did not and would not accept anything less than full, complete, almost bug free games and they didn't. They accepted the change, they moaned abit in corners while emptying their wallets.
Were all games bug free? Of course not, but buggy games
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to be forgotten entirely.
That or became cult classics, try give the full picture.
As things progressed, so did the development of games, it became possible for indie and hobbyists to release games for profit, but even these games were usually complete.
Are you sure about that? Are you 100% sure "for profit" is a fair way to put it? How many actually made a profit? Being able to do something and actually achieving it are two different things. For every minecraft how many lost all their own money they invested in their game?
it wasn't until...I want to say 2007ish with the advent of smart phones and mobile apps that it started to shift over to start resembling the modern landscape with chapter based releases, and pay per dev time.
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1997
In
September 1997,
Ultima Online launched and opened the first game servers to the public.[27] Upon release,
Ultima Online proved popular,
reaching 100,000 paying subscribers within six months, causing severe lag problems.
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2001
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2002
The game was a subscription-based online multiplayer version of the 2000 Maxis game
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2004
It's also at this time that we started to see cash grabs and GaaS start to make a rise.
See above, your information is incorrect by 6-9 years.
Why? Because people got used to getting crap from the jump and then paying as they waited for it to get better.
In order for people to "get used to" they would have had to have that experience for awhile, the next generation would have to have missed out on the previous models used and they would have had to have accepted the new model from the start.
Patreon fits this mindset just fine and results in a lot of "Well it's 10 minutes of game right now, but..." or "Well, the dialogue seems to be written by a 15 year old that just got hit repeatedly in the head, but..."
Patreon is servicing the market as it is today, people don't run businesses on nostalgia. If patreon ONLY accepted creators creating full, complete creations they would NEVER have become successful, would not have the reputation they do today and hundreds of thousands of people would have lost out.
Judging from your replies, at least some of your memories are through rose tinted nostalgia. That's how it works, we remember the late nights and the fun times and completely forget how crushing it was to hear black isle had gone out of business, the frustration of BOD in the middle of a winning streak in quake, the tolerance we had (our generation) when in the middle of a 3 hour run our last bot got stuck on rocks in unreal.
It's fine even good to fondly remember the old days but nostalgia has no place when discussing facts.
Porn game dev's are not on an even playing field with normal game dev's
Patreon now accepts NSFW content but was not started or designed for it and all it's own difficulties.
There is NO system in existence that is perfect, any system can be taken advantage of but there are MANY more honest content creators than there are dishonest ones, patreon gives people all the tools and freedom of choice they need in what to do with their money and how to deal with fraud.
Most people complaining about patreon DO NOT support the dev they are unhappy with, some even openly and proudly admitting it.
The reason complaining people have to use extreme examples like "finding jesus" is because there are so few dev's actually taking advantage of the system.
Porn indie / hobby dev's do not have the financial backing or avenues to get backing that normal game dev's do.
Porn indie / hobby do not have the same exposure or audiences that normal game dev's do.
The idea patreon is making things worse just because a small group is taking advantage of their system makes no sense. If it was at least a moderate to large group that sentiment might hold some water.
it's like saying "1000 cars pasted 10 were speeding so the traffic police and cameras aren't working"
Over 7800 dev's on patreon and maybe 100 taking advantage (and that's me being generous) and that proves patreon is making things worse? what about the 7700 dev's who aren't taking advantage?
I also had a whole section typed out for the articles you posted but all that really needs to be said there is Gaas and Saas have nothing to do with patreon or indie / hobby porn game dev's.