VN If I want to create my first visual novel, what are the most popular and profitable themes?

SpecialXSauce

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Jun 6, 2018
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You could also look at non gaming site Literotica for ideas.

Here are lists of the most and highest stories.

Here are the most favorited:

Looks like there is a common theme.
I get the incest thing but.. car sex? lol i figured that was more niche
 
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DuniX

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Dec 20, 2016
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If I want to create my first visual novel, what are the most popular and profitable themes?
If you want -$$-Guaranteed Success-$$-, that's easy.
Don't make a Visual Novel, make a simple game instead that happens to have Sex Content in it.

You think games like this won't be popular in the West even if you use cheap Daz or Honey Select renders?
https://f95zone.to/threads/resist-t...-the-female-knight-v1-03-boroborogame.124699/
https://f95zone.to/threads/space-treasure-v1-2-monster-ken.122975/
https://f95zone.to/threads/escape-dungeon-2-final-hide-games.93879/

There are all kinds of genres and clones you can do.
 
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doku99

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Mar 21, 2018
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You could also look at non gaming site Literotica for ideas.

Here are lists of the most and highest stories.

Here are the most favorited:

Looks like there is a common theme.
Incest incest incest incest incest incest incest incest incest... Damn, this is a real eye opener lol
 
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Mizorae

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May 1, 2021
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This is a bit of a difficult question because you're only really going to get vague answers.

If you're just trying to do this for money, well, you shouldn't go into this with that expectation, unless you know what you're doing. (to be brutally honest) A lot people do this for fun, and its a huge undertaking, even for many of the talented people who do this for a living.

If you're skilled at something, I'd say focus on that. Exceed at what you're good at and compensate for your weaknesses. If you're a writer, then write a great story, characters, or really erotic sex scenes. If you're an artist/3d modeler, create really nice looking characters and make hot/cute as fuck with appealing sex scenes. Otherwise, you'll probably have to download or buy 3D models or purchase art from people to make your game look decent.

Visual novels are an okay choice but I think they're quite common and if your art or story doesn't stand out, people still will like what you made, but don't expect to make tons of money from it. Especially for a first game and if you've never written or done anything like this before.

More uncommon genre's can help with specific niches depending on if you're focusing on more scarce stuff aka Futa/Furry/etc. People will generally appreciate most things, but you should probably focus on genres things you find enjoyable yourself, because you'll at least know that genre is like, rather than something alien to you.

If you're skilled at programming, try using a more diverse game engine and incorporate a simple and fun mechanic to the game, try to avoid grindy and dull combat if possible. An example would be like Karen's Prison or something along the lines of adding sex mechanics to the combat, etc. Try something that you haven't seen before or mimic a good game's mechanics.

And at least for your first game, maybe try something small and get feedback quickly. Focus on trying to get a quality demo going and you'll be ahead of many games, since people tend to leave a lot of bugs in there games (which can upset some people, but is understandable since many of these games are in development). Get something out there at least to see what people think. Get as much feedback as possible, even if its negative, you'll need to learn what you can improve on and what people like. People also really like to see content so if you push out things, people will appreciate that.

My final thoughts, get some inspiration of games or media that you personally like, and try to iterate them, maybe try to improve on things you think should be improved on. Example would be like, you really like Monster Girls and light hearted comedy, well try to write a story or create characters similar to that kind of genre. I think you'll find some success as long as you have something that feels like effort has been put in.

Anyways, I hope that helps. Good luck!
 
Dec 22, 2020
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i think you should create what you like. for example, if you like bdsm, create bdsm game. i think it's better that way rather than creating a game because it's profitable. the game that you like, you're going to enjoy creating it. and the quality is gonna be better because you have the passion in creating such game. profit should be secondary thought.
 

Icarus Media

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I suspect the main reason is that as it would be Loli, it cuts the western market out as if you are caught making that stuff it can have bad consequences, not to mention Patreon won't touch that stuff at all so you cut out a MAJOR source of funding for the game that way.
 
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Gwedelino

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3DGC, Male protagonist, Animated, Dating sim, School setting, Anal sex, Big ass, Big tits, Creampie, Exhibitionism, Male domination, Groping, Group sex, Handjob, Humiliation, Masturbation, MILF, Oral sex, Stripping, Teasing, Titfuck, Humor, Romance, Twins, Virgin

If it doesn't work, just add NTR.
 
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milfluv69

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If you're making a game for money you're doomed to join the pile of games that have been abandoned because the dev wasn't making bank by the second release
 
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Gwedelino

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If you're making a game for money you're doomed to join the pile of games that have been abandoned because the dev wasn't making bank by the second release
It seems like the solution is too be way above the pack and this directly at the first release, but it means a huge investment beforehand.
 

Droid Productions

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It seems like the solution is too be way above the pack and this directly at the first release, but it means a huge investment beforehand.
That's easy to say, hard to accomplish for a first time dev. But I agree, the 0.0.1alpha [demo] releases end up hurting more than helping devs. Share *that* stuff with your discord, or on a dev threat here, and keep working and polishing the game until you have at least a solid hour worth of good content for your first "real" launch.
 
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Gwedelino

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That's easy to say, hard to accomplish for a first time dev. But I agree, the 0.0.1alpha [demo] releases end up hurting more than helping devs. Share *that* stuff with your discord, or on a dev threat here, and keep working and polishing the game until you have at least a solid hour worth of good content for your first "real" launch.
I have the feeling that naming the very first release chapter 1 instead of V 0.1 could help having more people clicking on a first release.
 

DiddlerGames

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Make what you want, don't focus on profit. Minimize your costs and just get experience. I know it might be hard to take advice from someone making $0 for over 2 years, but if you just try to make money from it and nothing else, it would be better to make furry porn and do commissions from twitter.

Heard a story of a guy making over $4k a single commission because the guy was drawing weird anthro art of planes for someone. Maybe try NFT's.
 

anne O'nymous

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I have the feeling that naming the very first release chapter 1 instead of V 0.1 could help having more people clicking on a first release.
It will also make more people blacklist your game if they don't feel like they got enough content.

Focusing too much on "how to be successful" never led to something else than a big failure. If player feel tricked, with or without reason, they'll not hesitate a single second to pass to something else. It's not like they are lacking of choice, there's more than 12,000 games available just from here.
This number also mean that some will only try your game after months. Not because they don't play games before the umpteenth update (while some do), but because they haven't noticed it before, or haven't had the time to give it a try. And there's absolutely nothing you can do against this.
 

Gwedelino

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It will also make more people blacklist your game if they don't feel like they got enough content.

Focusing too much on "how to be successful" never led to something else than a big failure. If player feel tricked, with or without reason, they'll not hesitate a single second to pass to something else. It's not like they are lacking of choice, there's more than 12,000 games available just from here.
This number also mean that some will only try your game after months. Not because they don't play games before the umpteenth update (while some do), but because they haven't noticed it before, or haven't had the time to give it a try. And there's absolutely nothing you can do against this.
And it can also make more people try your game if you put enough content.

a V0.01 with 2 mins of content and a V0.01 with 2 hours of content looks the same to people until they decide to download and actually try the game.
 

anne O'nymous

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And it can also make more people try your game if you put enough content.
They'll not know how much content your game have until they played it. Therefore, as I said, it's a trick more than anything else. Whatever the effective amount of content, you expect them to be more prone to test the game because it's the chapter 1.
But it will not works, there's too many games that were released as "chapter 1", then had a "chapter 1 0.2", "chapter 1 0.3", and so on, updates. No one will expect to have a full chapter as first release. It happen, and it's a nice surprise, but globally speaking it's not what players will expect.

Must be added that whatever how you name your first release, it will change nothing for those who don't play games before the umpteenth update. They'll still wait for your game to have been updated a few times before giving it a try. They would wait even if you named the first release "0.9".
What prevent them to test it is not a supposed lack of content, it's a lack of trust regarding the author. Too many games have been abandoned before their fifth update, and no one want to loose time playing a game that will never been finished. And, obviously, saying that you'll not be one of those authors would change nothing ; you would be far to be the first one to say it again and again, until the day no one hears about you anymore.


a V0.01 with 2 mins of content and a V0.01 with 2 hours of content looks the same to people until they decide to download and actually try the game.
And naming it "chapter 1" instead of "0.01" would change absolutely nothing to that, except that they would be more lenient with a "0.01" than with a "chapter 1".
And I don't talk just about the content length, it regard also the overall quality. A version "0.01" is an attempt in order to get some feedback from the public and adjust your writing, pacing, and art. This while a "chapter 1" is a polished work. The writing should already be matured, the pace fixed and the art consistent.
 

Gwedelino

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They'll not know how much content your game have until they played it. Therefore, as I said, it's a trick more than anything else. Whatever the effective amount of content, you expect them to be more prone to test the game because it's the chapter 1.
But it will not works, there's too many games that were released as "chapter 1", then had a "chapter 1 0.2", "chapter 1 0.3", and so on, updates. No one will expect to have a full chapter as first release. It happen, and it's a nice surprise, but globally speaking it's not what players will expect.

Must be added that whatever how you name your first release, it will change nothing for those who don't play games before the umpteenth update. They'll still wait for your game to have been updated a few times before giving it a try. They would wait even if you named the first release "0.9".
What prevent them to test it is not a supposed lack of content, it's a lack of trust regarding the author. Too many games have been abandoned before their fifth update, and no one want to loose time playing a game that will never been finished. And, obviously, saying that you'll not be one of those authors would change nothing ; you would be far to be the first one to say it again and again, until the day no one hears about you anymore.




And naming it "chapter 1" instead of "0.01" would change absolutely nothing to that, except that they would be more lenient with a "0.01" than with a "chapter 1".
And I don't talk just about the content length, it regard also the overall quality. A version "0.01" is an attempt in order to get some feedback from the public and adjust your writing, pacing, and art. This while a "chapter 1" is a polished work. The writing should already be matured, the pace fixed and the art consistent.
I'm overall not a fan of posting a V 0.01 just in order to get feedbacks from the public. I think it's better to have bêta tests beforehand by several players so you can already adjust everything before posting a V 0.01.
 

doku99

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Another thing I have also noticed is that consumers really appreciate honesty. Naming something v1 instead of v0.1 in order to get more clicks is not honest, it's a marketing tactic. If your audience smells something fishy, that you're not quite honest, I bet you that could put a lot of people off, even if your game is good.

Communicate honestly, I think that's pretty important too. Honesty makes you more likeable and people are more open to support people they feel they like.