why are there so few tickling fetish games
Capitalism in its present state requires the majority of people to work long hours in menial jobs, in order to benefit a small number of billionaires, just to feed themselves and their families. That leaves most people without the time and energy needed for projects such as game development. As a result, many great projects that might exist under a less dystopian economic model can simply never come into existence.why are there so few tickling fetish games
this was a fun and informative read thanks for ur insight ✨ i played a bunch of the rpgmaker games and even considered making one of my own at one point but i wasnt committed to itMy day job is as a professional game developer. It's true; there are more than you'd expect, but also less than you'd expect. The bulk of them use existing assets (usually done in RPGMaker, because RPGMaker doesn't require you to know how to code in order to use it) because the kind of people (hi!) who have the skills to do anything more are either doing it for a living, or are working a job that prevents them from putting in the kind of effort beyond what it'd take to make a shitty RPGMaker game.
Here's a bit of a benchmark for you. I've been working basically full-time on a short, (non-tickling) casual game. I purchased the 3D assets, but everything else (pixel art, programming, scripting/writing, music, etc.) is all me. You will probably be able to finish the entire game in an evening if you're clever and really crack at it.
I'm a fast developer. I know my shit. Even so, the game has taken roughly four months of full-time development and is still, as of the time of me posting this, only about 90, 95% done.
Now, imagine if I'd had to do all of the 3D art myself, or if I did the entire game in pixel art as I'd originally planned. I'd still have another four to six months, minimum, and even then I'd probably only be 75% of the way there. Hiring someone (or multiple someones) is a hassle in the other direction, coming with added expenses or risks that aren't worth it for a project like this.
Now (now now, not then now, you Spaceball), imagine I put in all of this effort on a game that I'd get absolutely zero compensation for. You'd have to be mad. Tickle people don't spend money. They pirate the fuck out of $5 videos, you think they're going to drop $20-$30 on a short asset-flip of a game?
This is why, as stated above, the bulk of tickling games are free, use cheap *maker kits like RPGMaker and stock assets, and are usually not very good (or, unfinished); because the effort, skill, and/or expense required to do anything more is simply not feasible. If I'm going to spend that much time and effort on a game, it's going to be something I can put on Itch.io or Steam and make some kind of money off of.
That said I did take some footage of Katya for a Sole Mates visual novel that I do plan to work on in the near future, but I have more immediate financial obligations for the time being. That's just reality for anyone even halfway decent at game development.
Generally speaking, game design and development requires skills and resources that the vast majority of people don't have. For those individuals or companies that do, they are almost always looking at the projected ROI and justifying the project based on that. The very few that are left over are developing games primarily as passion projects. , Because the tickling fixation is very rare, in the case of the profit-seeking ventures, justification is very difficult with a very small audience, only a fraction of which will end up paying for it; and in the case of passion projects, the number of people actually interested in tickling who also have the skills and resources to complete such a project is probably especially low.
I don't have anything novel to add to the thread. But having published two games so far on Steam and itch.io and having been a lifelong member of the tickling community, some may find my perspective helpful.
My day job is as a professional game developer. It's true; there are more than you'd expect, but also less than you'd expect. The bulk of them use existing assets (usually done in RPGMaker, because RPGMaker doesn't require you to know how to code in order to use it) because the kind of people (hi!) who have the skills to do anything more are either doing it for a living, or are working a job that prevents them from putting in the kind of effort beyond what it'd take to make a shitty RPGMaker game.
Here's a bit of a benchmark for you. I've been working basically full-time on a short, (non-tickling) casual game. I purchased the 3D assets, but everything else (pixel art, programming, scripting/writing, music, etc.) is all me. You will probably be able to finish the entire game in an evening if you're clever and really crack at it.
I'm a fast developer. I know my shit. Even so, the game has taken roughly four months of full-time development and is still, as of the time of me posting this, only about 90, 95% done.
Now, imagine if I'd had to do all of the 3D art myself, or if I did the entire game in pixel art as I'd originally planned. I'd still have another four to six months, minimum, and even then I'd probably only be 75% of the way there. Hiring someone (or multiple someones) is a hassle in the other direction, coming with added expenses or risks that aren't worth it for a project like this.
Now (now now, not then now, you Spaceball), imagine I put in all of this effort on a game that I'd get absolutely zero compensation for. You'd have to be mad. Tickle people don't spend money. They pirate the fuck out of $5 videos, you think they're going to drop $20-$30 on a short asset-flip of a game?
This is why, as stated above, the bulk of tickling games are free, use cheap *maker kits like RPGMaker and stock assets, and are usually not very good (or, unfinished); because the effort, skill, and/or expense required to do anything more is simply not feasible. If I'm going to spend that much time and effort on a game, it's going to be something I can put on Itch.io or Steam and make some kind of money off of.
That said I did take some footage of Katya for a Sole Mates visual novel that I do plan to work on in the near future, but I have more immediate financial obligations for the time being. That's just reality for anyone even halfway decent at game development.
Very awesome read. Thank you! Yeah, a majority of the tickling games you can really access that are like... mostly fleshed out are RPGMaker games and even then, a lot of them kinda stopped because the commitment to doing the story laying out the battles, power creep, etc, seems very extensive.
We'll never see a Final Fantasy X type of game that's centered around tickling. However, it's cool to see now(compared to a decade ago) people are doing more customized games that aren't just "enter generic character model here" and then make a tickling scenario for game over scenes lol
Publishing a game is always a huge milestone, even for the pros. Congrats!
Although I used RPGMaker MZ for my first two releases, I am taking a very long look at Unreal Engine 5 for my third game.
With that context in mind, I am curious about the observation "We'll never see a Final Fantasy X type of game that's centered around tickling." What is it about that game in particular, as a benchmark, do you believe would be most difficult to achieve within the tickling community?
Even the pros can't reliably estimate how long something will take, most of the time. Amateurs definitely can't. If I had a nickel for every n00b I've encountered who has a rude awakening over how long content takes to create, I could buy Sydney Sweeney as my personal tickle slave for life.TicklerKoops said:the commitment to doing the story laying out the battles, power creep, etc, seems very extensive.
Where is the tickle game subforum?There was an era where there were multiple tickle games. Unfortunately, a lot of them didn't finish, but a handful of them did. If you go on the Tickling Game subforum, you'll be able to find a lot of them