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sanahtlig last won the day on September 12

sanahtlig had the most liked content!

About sanahtlig

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    The Philosopher

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    Gameplay VNs
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  1. What to license It's a basic supply and demand problem. What's available, how much it costs to sell, how much you can expect to sell at what price. The best deal isn't necessarily the most-wanted title. Licensing Mosaics can be a major sticking point. Some companies don't want to release an ero version overseas at all. Timeline The process goes at the rate of the slowest step. In many cases, this is the interface between the JP dev and the English localization team. God help you if you encounter problems that only the devs can fix, and they see your project as their lowest priority (typical).
  2. Mangagamer and Minori News(?) to be announced soon

    Oh, I'll take a guess! MangaGamer will start developing games using minori's IPs, and minori will sell them! With the power of friendship, they'll do together what they failed to do alone!
  3. The problem with reviews and reviewers

    I justify this as a desire to promote games that might not be on peoples' radar, or that they might not have seriously considered. Why spend time and effort promoting that which has already been extensively covered elsewhere, especially if my perspective doesn't bring anything new to the table? Does that generate value for my audience? As a novelty seeker, I'm often interested in the games people AREN'T playing, and giving them reasons they should. Conversely, I don't write too many negative reviews, because why would I choose to spend my time writing reviews about games I didn't like?
  4. This seems backwards. As people progress in their careers, their income tends to grow (more money, not less). A work of fiction's target demographic tends to correlate with its protagonist (high school settings with a straight male protagonist would be aimed at young males). More likely: Eroge appeal to young males. As the market has matured, its initial base has grown older and drifted away for various reasons--including moving on in their career (less time) and that THEY'RE the ones less interested in high school settings and writing aimed at young males. Meanwhile, the younger generation has less disposable income these days, a phenomenon that isn't limited to Japan. Many of them spend their time on mobile, consoles, or on social media, and may not even have a PC for personal use. Those who have a PC and game on it have a growing library of Western alternatives to play (e.g., on Steam).
  5. Should be similar to Valve's cut: ~30-40%. Keep in mind the expense of running a digital shop is not trivial. By cutting retail out of your operation entirely, that's a significant savings in time, effort, and money--especially if you're just going to suck at it anyway.
  6. I'm not sure how a business like this can keep going when they stop selling the vast majority of their lineup for months at a time, and even delay new releases because they're fixated on release on their (broken) store or not at all. Japanese devs have gone under for less. Meanwhile the likes of Sol Press are struggling just to get by, even without such levels of dysfunction.
  7. Why Visual Novels?

    The unique draw of VNs is ero with context--often a little ero and a lot of context. You don't really find this in other mediums of porn, especially outside Japan.
  8. Saya no Uta Coming to Steam

    "Improved translation" I didn't realize there was anything to improve. Seemed pretty much flawless.
  9. Looking for a bit of action

    I can send you za list of candidates if you'ze got da dough.
  10. "Chinese bucks" are only relevant while the transactions are legal and easy. The Chinese government is doing their best to change this. That uncertainty is likely what's holding the major publishers back from ambitious Chinese releases of the longer 18+ VNs--you never know when the bottom will fall out of the market, and the longer the release window, the greater the risk.
  11. That's not really the main takeaway from the free-to-play market, which would be that a small fraction of players can be conned into spending ridiculous amounts of money when collecting, gambling, and pay-to-win player vs. player competition are involved. It's sort of like saying that the pharmaceutical industry could learn a lot from studying the illegal drug trade.
  12. By "audience", I mean the customers you're trying to sell to and who you expect to account for most of your sales (in monetary currency). People who don't buy your games aren't your audience. Likewise, customers who buy more games at full-price are more valuable than customers who buy fewer games at reduced prices due to less disposable income or cheaper regional pricing. Naturally, companies need to be strategic and follow where the money's at if they're going to be successful. Also, to be clear, fan hubs aren't necessarily representative of the customer base as a whole. For example, I don't think there's much money to be made selling English eroge in Poland, even if prominent members on Fuwa hail from there.
  13. Think of it this way: who is the audience for English eroge? Young males (mainly in the US). What is the situation of young males with time on their hands these days? Usually buried in student loan debt trying to get through university. Do you honestly expect these people to buy eroge on credit? As for the population that doesn't go through university, their wages are generally lower and they have less time--also not a recipe for spending on high-priced time-consuming entertainment that you can only enjoy alone. Simply put, this is a demographics issue that doesn't have an easy solution. A pirated copy isn't a lost sale. Limiting piracy isn't going to increase their entertainment budgets. They'll just find their porn somewhere else. As for why Sol Press specifically might be having profitability issues: just look at their game lineup. They're selling a bunch of medium to long length games that are expensive and time-consuming to translate (and consume). They're all moege, appealing to more or less the same restricted audience. It's one thing to be a developer and stick to what you're good at (creatively). But sticking to one genre or game type doesn't do you much good as a publisher. Diversification spreads your risk and drives traffic from different audiences. That's good for business. It's also important to point out that Sol Press is relatively new and doesn't have much of a following or brand recognition. In addition, VN sales have a long tail in the West, and they don't have enough titles or sales history to benefit from that just yet. As for the article itself, it seems to stumble from one bit of nonsense to another. In what reality is releasing games sooner after the Japanese release going to decrease piracy?
  14. Keep in mind that you're asking detailed questions about a niche within a niche. It's really no surprise that no one would respond. You're asking about Japanese language games. Very few English speakers read Japanese language titles. You're talking about NTR, which is considered an extreme fetish that most players actively avoid. You're asking about a particular game in this niche within a niche that hardly anyone has played, and that requires having played through all endings of the game. (How many people even do this for most games they play?) You're asking a subjective question ("Which endings have happy NTR?") that the very small subset of people who play these games would probably consider ridiculous and/or pointless. In short, you excluded most avenues of response with your question. Try asking questions that aren't so narrowly focused. Or just play the game and deal with the content. NTR Blog (.net for older titles, .com for newer titles) is a pretty good source for NTR game coverage. They probably covered this game and talk about if the game has good endings.
  15. The more this drags on, the more I don't want MangaGamer to be in the position where they're the distribution bottleneck for eroge. It might be better for everyone if publishers focus on publishing and leave distribution to specialists.