You guys are fuckin hilarious. Sitting comfortably behind your computers, jerking off, while shitting on the developers of these games—the people who take all the risks, who could see their entire lives ruined in a fraction of a second, and who still make these all-too-rare games for you and your kinks. Because you think so selfish the fight is already win for the fanatical defenders of decency and morality, for those fucking payment providers and the puritanical, paternalistic entities behind them—the ones who decide how your dicks are allowed to get hard, and when your balls are allowed to empty.
are you the dev of the game? are you RICOH?Yeah, I think it is sometimes easy, from the audience’s perspective, to underestimate what developers of niche adult games actually risk in order to create this kind of content. These developers are often working in an environment where a single decision by a payment provider, hosting service, distribution platform, or funding platform can seriously damage years of work. I know for a fact that despite that, some of them still choose to explore themes and preferences that are rarely represented elsewhere and when one of these projects manages to survive long enough to reach its audience, that is already a considerable achievement. Unfortunately, some players may discover it through an unofficial copy and never see the financial, professional, and personal risks that existed behind its development.
Many developers, myself included, would genuinely like to explore certain themes more openly. The difficulty is that the more controversial or specialized the content becomes, the harder it is to distribute, promote, and monetize safely. Greater visibility can bring more income, but it can also attract greater scrutiny and increase the risk of losing access to essential services. Producing ambitious content therefore requires more than creativity and technical ability. It also requires a great deal of time, financial stability, and access to platforms willing to support the project. Without those conditions, even talented creators eventually have to compromise, reduce their original ambitions, conform, or stop altogether.
Meanwhile, payment providers and platforms are increasingly able to determine which forms of adult expression can be financed and distributed. Whatever one thinks about individual projects, I believe it is worth recognizing how much influence these intermediaries now have over what creators are realistically able to produce. Sadly, Ricoh is far from the only developer whose work has been affected by these pressures. Dumb Koala, Ketzal, Ronovan, and many others have faced similar limitations. I ultimately had to step back as well and abandon or reduce some of my own ideas/characters/narrative arcs.
So when a rare project of this kind disappears or changes direction, I also think the most useful response is not simply to criticize the developer. It is also important to consider the wider environment that made the project so difficult to sustain in the first place.
I feel like I’ve come to the conclusion for artists working with sholicon theme.Yeah, I think it is sometimes easy, from the audience’s perspective, to underestimate what developers of niche adult games actually risk in order to create this kind of content. These developers are often working in an environment where a single decision by a payment provider, hosting service, distribution platform, or funding platform can seriously damage years of work. I know for a fact that despite that, some of them still choose to explore themes and preferences that are rarely represented elsewhere and when one of these projects manages to survive long enough to reach its audience, that is already a considerable achievement. Unfortunately, some players may discover it through an unofficial copy and never see the financial, professional, and personal risks that existed behind its development.
Many developers, myself included, would genuinely like to explore certain themes more openly. The difficulty is that the more controversial or specialized the content becomes, the harder it is to distribute, promote, and monetize safely. Greater visibility can bring more income, but it can also attract greater scrutiny and increase the risk of losing access to essential services. Producing ambitious content therefore requires more than creativity and technical ability. It also requires a great deal of time, financial stability, and access to platforms willing to support the project. Without those conditions, even talented creators eventually have to compromise, reduce their original ambitions, conform, or stop altogether.
Meanwhile, payment providers and platforms are increasingly able to determine which forms of adult expression can be financed and distributed. Whatever one thinks about individual projects, I believe it is worth recognizing how much influence these intermediaries now have over what creators are realistically able to produce. Sadly, Ricoh is far from the only developer whose work has been affected by these pressures. Dumb Koala, Ketzal, Ronovan, and many others have faced similar limitations. I ultimately had to step back as well and abandon or reduce some of my own ideas/characters/narrative arcs.
So when a rare project of this kind disappears or changes direction, I also think the most useful response is not simply to criticize the developer. It is also important to consider the wider environment that made the project so difficult to sustain in the first place.
Your first point is very interesting and cool, but also pretty radical, haha! Not everyone has the option to do that, especially depending on their personal ties and responsibilities.I feel like I’ve come to the conclusion for artists working with sholicon theme.
First: all developers should pack their bags and move to Japan—there’s none of this bullshit that goes on in the West. It doesn’t happen there, and it’s certainly not a crime.
Second: create art purely out of passion, without the financial aspect, thereby removing the main weapon of these dipshits.
And third and last, try your luck and take a chance on getting financial support for your art.
Here’s the thing: staying in a gray area—being discreet and subtle is the lifeblood of the business. and so, with a little luck, it’s possible to remain on the major platforms.
The dev Gadgeteer is living proof that this is possible.
So, you can kind of take a chance. but luck will still be essential, and the risk will never go away.
I agree with everything you said. and yes, my first point was genuinely sarcastic. I know that, unfortunately, it’s not something that applies in real life.Your first point is very interesting and cool, but also pretty radical, haha! Not everyone has the option to do that, especially depending on their personal ties and responsibilities.
The second one is cool and very hippie in spirit, and in principle I agree with it, but realistically it will almost never lead to elaborate, complete, genuinely high-quality games. A developer needs time to create, improve their skills, and produce more. If you want to make a well-supported, high-quality game with regular updates, you basically need to work on it full-time. And then who pays the rent and fills the fridge?
So the very specific case you're describing would usually be a developer making a small game like this in their spare time, which means it probably won't be very long, elaborate, or sophisticated. Or it's someone living in their mother's basement with free food and housing — then yes, it's possible, but that's pretty rare.
Your third point is the most plausible and realistic one to me. But then you either end up with projects that sit somewhere in the middle, where you can't really fully commit to the most hardcore scenes, or projects that are basically sitting on an ejector seat, financially or legally. And personally, it genuinely makes me sad, but I just can't live anymore with a sword of Damocles hanging over my head. Already gone banned once on a plateform where I was reaching more than $2500 completly destoryed my motivation to produce and share some kind of content.
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