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Alright, it's finally the week for my big post about long term career and investing time. Let's start with a foundational statement: when you're a self-employed creative, you don't clock in or clock out, and you don't have a manager to direct anything, which necessitates making continual decisions about your work.

Even if I'm focused on something, say spending 95% of my time/energy on finishing a TLS update, that work still consists of many different aspects that need to be paced and juggled to maximize efficiency. But this post is less about that and more about how I choose to focus my energy in the long term. This isn't a list of things I'm currently doing; it's things I have done or could potentially do as I consider my career.

A Tangent on the Long Term

Ten years ago, my life was hardly miserable by the standards of the whole world, but I wasn't thriving. I did not like my job and my creative efforts achieved no success, the only ones making bill-paying money were some romance novels I completely half-assed. Eventually, of course, things turned around, and I find myself in an enviable position thanks to everyone's support. ^-^

In the early years I was concerned that it would all fall through, and not without reason: crowds are fickle, technologies change, and platforms like Patreon can ban without warning. I've been working to diversify and build a stronger foundation for myself, and thankfully I can now take some pretty big hits without it wrecking my career.

The question, then, is where do I go from here? My ambitions are fairly simple in the abstract: I want to keep making things. But ideally I'd like to make bigger and better things, and thinking about how to do that is where the path gets less clear. As I've said before, continuing to create work at this level isn't a bad outcome, but I want to keep reaching higher due to the same impulses that made me want to do creative work instead of a safe normal job.

Tackling Bigger Things

There are inevitably limits to how much I can do myself, which means I need to work with others. The least complicated path is to make so much money that you can hire people with other skills, but more on that later. A more complex set of options could be grouped as "Convince people to invest in you". For many game devs or authors, that means finding a publisher. I'm also including people who invest time: I remain grateful for so many fans who have contributed to some of my projects. Hypothetically that could include partners in some sort of revshare situation as well, a much riskier time investment.

I'm not in a position where I can just bounce around doing whatever I feel like, and in any case, that really isn't my personality type. I want to spend my days working on things that both bring me satisfaction in the short term and get me closer to my goals in the long term. But which things those should be is a more challenging question because the ultimate outcomes are always ambiguous.

Obviously TLS is a massive part of my career and will remain a significant chunk of my work, but I will be dedicated to finishing it, not polishing it forever. The progressive conclusions will mean disruption and potentially loss of support. I could try to draw things out forever with never-ending expansions or constantly producing more of the same, but I haven't set up my career this way so far and I don't intend to start. Those who vocally only want TLS will get the best version of it I can create and can step away when they choose.

Meanwhile, I have more ideas than I can possibly create in one lifetime, so the question is choosing among them based on the criteria I mentioned above. The hope is to find projects that will make people happy while also putting me in a stronger position to keep making enviable choices like these.

Steps to the Future

So all of that said, here are some of the things I am working on, planning, or just considering, and how I consider them based on the above. This is more openness than creators generally give publicly, so hopefully it's interesting or at least insight into my thought process.

Long-running Sagas: For example, the spiritual successor to TLS, the science fiction project I'm calling The Final Void for now. As I've said before, I don't want to just leap into another project of this length, even if that's the easiest way to maintain patrons. I want to first get TLS properly finished, plus I'd like to figure out my resources before I make key decisions that could determine another decade of my career.

Other Games: Will absolutely happen (see the previous series for some of my WIPs). Games are kind of a tricky beast, however, because they require long development periods and then drop most of their profits within a month. So long as I have income from varying sources, this isn't a problem, it's just a question of how ambitious I can get with the budgets, and how much I can do as a solo developer.

Self-published Books: Reliable and with much longer sales tails than games, I'm very happy to have writing books as a part of my career. But I find there's a pendulum of energy where sometimes I want to write a lot and sometimes I'm eager for game development again. Obviously it's extraordinary that I can do both, but what mix of both is best, and which projects? Difficult decisions.

Traditional Publication: By contrast, writing novels for big five publishers is investing time in the hope of, at some point years in the future, getting more attention than I could get on my own. Traditional publishing is slow, and the process of acquiring an agent sucks. I know, I complain about almost every aspect of business and promotion, but I mean it: the agent process is the worst part of either of my careers. -_- The work I've put into this could be a breakthrough moment for my career, or it could end up being an almost total waste of time.

Game Collaborators: Not everything can be me-focused, especially when it comes to finding collaborators who are real partners in future work. One option that has come up, in varying ways, is to invest my time in the passions of others, hoping to eventually find a partner in work who I couldn't get by money alone. This is something that I've occasionally put time into but has not come to anything yet.

Go For Broke: One option would be to stop worrying about turning a profit and try to make the biggest game I can, including getting more collaborators, a game publisher, and so on. The goal here would be to make a splash and get the sort of attention that my more modestly-budgeted games never could. Obviously, the risk with this is that most such attempts fail and more games than ever launch and go under the surface with barely a ripple.

Go For Cash: Going in the opposite direction, I could try to build up enough money to fund bigger things on my own - slow but secure. Problem is, I think the most lucrative options would be things that I'm not really passionate about. The most successful adult games are ones that don't include anything I find sexy, but I am reasonably confident that I could produce such content. Likewise, many of the most successful books aren't interesting to me, but if I got a hit it could fund future work for years.

Kickstarter Uncertainty: Thanks to everyone, I dipped my toe into crowdfunding with DstP. I don't know how much of a role KS will play in my future career, or if it would be a good fit for any projects, but I'll be focused on finishing this so I have another completed thing in my portfolio. Showing responsibility seems to be less effective than promising to make a 3D VR MMO for 100k, but I work with what I've got.

Obviously the solution will require some combination of the above. I only got a reliable artist like Annikath through the popularity of TLS, but that wouldn't work out if I hadn't built up the funding to pay her. On the other hand, there are limits to what you can buy with money; some types of reputation can't be simply purchased. Ultimately I would need to find talented and passionate collaborators, which is a tall order even for people in much stronger positions.

The Non-Conclusion

So... I'm facing an optimization problem where basically every variable is unknown. Any given project could fail or succeed. That novella I wrote years ago barely paid for itself, but it opened publishing doors, but those haven't had any results, but they could one day, etc. Depthless Hunger failed to hit a lucrative market, but it's already made more money than OEA despite using fewer hours of my time. Etc etc, it's all unclear.

One of the few things I'm certain about is that I would like to focus, because as much as I enjoy changing gears from time to time, I'm happiest when I can concentrate on individual works. Unfortunately, with my career as a middling success making marginal games/books, just going all-in on one thing would be a recipe for career that ends in abrupt failure.

It may seem ungrateful to say this for an audience of people directly supporting me, but I don't feel as though I've found a creative home yet. My life is so much better than it was ten years ago, and I'm grateful for everything, but I'm not in a position where I can ignore all these considerations. Hopefully in ten more years I will again be in a position where I can make more decisions based on passion and inspiration.

It's extraordinary that so many people have responded to the passion I've put out so far, and thank you for your support taking me this far! If you have enjoyed my work up to this point, I hope you will enjoy what's to come. ^-^

Comments

yes

Thank you

Abso Haram

I'll keep supporting ya in the hopes there's a OeA 2 one day ha ha. Revenue is always going to be tough in the eroge industry, though I'm sure you don't need me to tell ya that. Easiest move would be to pump out some quick shit you know will sell to fund what you want to do. It's what creators have done going way back. Steam is blitzed with a lot of this palp, so it's an option to Alan Smithee it.

Dillosauras

you've created an incredibly amazing game, and inspired the creation of another project im deeply invested in (and thereby influencing my interest in game development) and also led to me meeting one of my closest friends and nicest communities i know, no matter what u do i guarentee i will always stay on as a patron in one way or another. i wish u nothing but success in the future and in particular and im interested in the "final void" and the self published books, lookin forward to seein what ya cook up

Argo The Ratfolk

Posts such as these make me once again wonder if in another life where I had actually gone for my own dream of being a game dev in some way, shape or form -that I could have had the honor of working with (or more likely for) you as a partner, or even just a code monkey grunt of some kind! XD someone to help you in that respect at least if nothing else. But anyway I want you to know that no matter what direction you take, even if you do shift to more games in the future like Dstp which aren't to my taste and I have no interest in playing at all myself -I'll still do everything I can to support you! Both in terms of my meager patreon support and less frequently via fan art of your content across your different works, which in addition to my own personal enjoyment of seeing one of my ideas brought to life and the joy of supporting amazing artists like Ni, is primarily done with the low key hope that it would inspire new people to check out your various ip and ideally purchase/support it too! Not that I have any illusion that my fan arts would cause a significant contribution to new supporters or something, but if even a couple people did so out of curiosity, that would make it worthwhile. Because you deserve to be supported so that your creative energies can flourish without having to worry about boring things like publication or the threat of living on ice soup if you lost a lot of revenue... I just wish I had the capability to support you more somehow within my means.

sierralee

I would still love to pursue my ideas for OEA2! That's one of the ideas that's most dependent on funding flow, due to the cost issues I'm sure we've spoken about before.

sierralee

Thanks, and I'm glad my work could inspire more!

sierralee

I'm grateful for your support, and the enthusiasm of your fanart has brought me many a smile. ^-^ I hope to do many different kinds of games in the future, but I wouldn't be moving in the direction of DStP. RPGs are one of my oldest loves, it's just a question of how best I can pull them off!

Revy77710

"So... I'm facing an optimization problem where basically every variable is unknown. Any given project could fail or succeed." Now you know what playing 'TLS' feels like! >_< But jokes aside, since I'm in no position to give tips here, I better shut my trap. All I can say say is that I wish you the best when it comes to making a decision that both, makes you happy and works out in the end. And you don't sound ungrateful. Quite the opposite, cause you won't settle with what you have and have more goals to work towards. Who doesn't wanna have financial stability? And when you have it, there is nothing wrong in aiming to go even further and expanding in all kinds of directions.

Decarabia

Thanks for sharing! Good luck on facing those uncertainties. Hopefully this is a kind of post that you will read, 10 years from now, and laugh at how preoccupied you were compared to how far you've gotten. I wish you a big mainstream hit, either from a passion work or from a half-assed slop that can fund those passions!

Dark Art

I think you might be overlooking something in your plans - LLMs/AI. I know what you gonna say, but do think on this: LLMs can be trained to produce decent texts and if I understand your meaning correctly, you got at least half decent bang for basic, mass produced type of romance novels, correct? I am not an expert on those, but think they are pretty much rinse and repeat kind of thing, creativity is not really required (at least not much of it) and judging from what I hear from some of my female family members who like that kind of stuff, at least some of new releases are written at least partially by LLMs already, or at least it seems to be so. If you spend some time and train a LLM on your most successful (financially) romance novels (and maybe some of the others for additional flavour), you might have a stable, predictable income coming with only a fraction of the effort spent on creating such content. I know that this kind of "writing" is considered questionable, but I think this whole "romance novel" genre in itself is hardly food for thought material, so why the hell not? And I guarantee you that LLMs can generate decent text and can be trained to produce it in a certain writing style. We do it at work quite often and most of the time its freakishly good.

Lillian

I have little to say beyond: I hope you find the success your works deserve, which is more than you're getting.

Annikath

This is an interesting take, but I feel like this could spark a very long post about the use of AI in creative work and its implications. Also very likely to divide the audience.

Annikath

Thank you for sharing so much with us! :> I enjoy reading about your thought process and what you value in life; and I find the struggle to juggle decisions relatable. I will forever wish you all the luck and success in the world, and truly appreciate the work you put out! <3

Archmage of the God-Queen

The future is always unknown, and yet one thing is certain: there are many people here that already love your work and respect your vision - and will support you until the very end no matter what.

Dark Art

Indeed. This tech is very new and quite a lot of people have qualms about it. That being said, while its a good thing or not, this tech been already unleashed and its only a matter of time before those who reject it outright will be outperformed by those who embrace it. That being said, I dont think artists like yourself are in any real danger of being replaced by AI. While those things are quite good at generating stuff, they absolutely lack character and only good for run of the mill, mass produced content. Consolidating tech documentation, creating massive, but standardized 50+ page SOWs, end of the month presentations with a lot of blah and some fresh data. That kind of thing. The jury is still out on whether this tech will be a curse or a blessing for us humans, but I can tell you that it saves me a LOT of time and redundant work. Still needs to be proof read and touched up of course, but now I spend only a smallish fraction of my time on these things. So if I can use it to create a very usable, 70% ready to use shell of a document, I am sure those creators that generate "rubber stumped" content (such as most of romance novels) will either adapt to this tech or be pushed out by those who do.

Atashkada

As somebody with my own ambitions at creative work (writing in my case), I really appreciate you taking the time to lay out your challenges and considerations every month. I have most of those updates saved as a reference for input when I feel confident enough in my productivity to try making money from creative work. And in my opinion, feeling like you haven't found your creative home yet may be a good thing, because you are clearly managing to appeal to people with your various projects as you work now. I've seen a fair few authors who had settled for a specific niche or style and did only that, and while they often continued being commercially successful, I eventually stopped reading their work since they lost their appeal to me from stagnation or from failed, awkward attempts at breaking their mold. Some authors, and probably artists of other fields, manage to evade this sort of pitfall with me, but it's never a guarantee. I don't say this to detract from, for example, Tad Williams' work, I am sure he and his readers continue to be quite happy with it and he probably no longer strictly needs writing successes, whether they are forthcoming or not. But I feel like it isn't a bad thing to never reach an imagined end state, never stick to a single niche or even a single style, if what one currently does is engaging and sustainable.

Abso Haram

I'll just have to tide myself over with Monster Doctor and Sci-Fi Sovereign until then.

Rachnera

> Go For Cash Asked SteamDB what's the most played Adult game at the moment out of curiosity. Answer is some abomination with an AI thumbnail and Lust in its title. Silver lining: Fear & Hunger 1 & 2 are way higher on the list as I would have expected (24th and 21st most played respectively). Let's compare with GraphPatreon top adult games... Here, the surprise comes from how many NSFW mods for the Sims there are (even if 3DCG AVN and furry games still take the cake). Therefore we can totally conclude a dark fantasy life simulation game is certain to bring in a ton of cash. For real, not sure "Go for cash" would work in all cases. Instinctively, the benefits of several "low efforts, good money" projects (assuming they exist), even added together, don't feel they would be enough for the next order of magnitude required for a game made by a small team rather than one person. ... Actually, are there examples of indies who managed such a scale up _before_ one of their games turned to be a surprise hit?

sierralee

You could be right, and games in particular are a lot of investment for something that could potentially flop permanently. That said, I think the counter would be that you're underestimating the gulf in between my success and the top games. I don't need to get anywhere near the titles you mention to be making significantly more money than my games currently do. Would that happen and would it actually work out? I'm not saying it's certain, by any means, and in fact I'd guess that odds of success are fairly low. However, I would guess that the odds of finding success by following my own inspirations and passions are lower. >Actually, are there examples of indies who managed such a scale up _before_ one of their games turned to be a surprise hit? The first example that occurs to me is Dancing Dragon Games, which scaled up team and ambitions before getting a smash hit with Symphony of War. Stegosoft Games scaled up somewhat between Ara Fell and Rise of the Third Power, though it didn't work out for them financially. Something Classic scaled between Shadows of Adam and Quartet, and though that is a more recent release, it doesn't look like a hit that will let them do the work full time. There may be others that I'm just not familiar with, of course. But as a whole, I feel like there aren't actually that many people in my position, because game dev is a relatively winner-take-all field.

Dubsington

Your candor is such an extraordinary breath of fresh air in this world.

Ark Tolei

The transition out of TLS is definitely a difficult one, and I'm not even sure transitioning into a game of the same type is an option I'd consider safe for patron retention. I'm not sure what percent of your patrons only care about earlier TLS updates, but with a career like yours that's a fairly difficult audience to cater to pre-emptively. It's not like you've been working on exclusively TLS all these years. Shorter projects tend to reach the point where they're gripping you faster, and I'm unsure how many people who have successfully ignored projects like once ever after and ouroboros for this long can be easily transplanted onto a new large scale project with a completion time estimated in potentially over a decade. I think it might be useful during the big bump in attention as you're finishing up TLS to focus some time on advertising some of the old projects that didn't get as much attention. One of your strong points as a creator is that you have an extremely diverse portfolio, and I think it might be easier to hook the people who are invested in TLS, but not in your other work, by showcasing some of your other projects during the period where they're finishing TLS and looking for the next thing to fill that space in their brain. I could be wrong on that, but it's my opinion that converting TLS fans into SL fans is core to the value proposition of the only pseudonym people can discover all of your work through. This pseudonym has a large, diverse, and monetizable portfolio on its own, but also grants access to purchasing your entire back catalogue of both adult and mainstream novels.

sierralee

That's a fair point I wasn't considering! I'm not sure how much I can do to convert fans, beyond what I've done... I could potentially schedule a sale of my own during the TLS launch, perhaps.

Ark Tolei

The thing that comes to mind immediately is a retrospective talking about each of your completed projects in turn, and some of the things that stand out about each project, but in my head the author of those retrospectives makes the most sense as a community thing with one or several prominent members of the community. The completion of such a major project is an event that justifies looking back on your career and art as a whole, imo. I don't really know your community well enough to know if there's anyone well known enough, respected enough, and good enough at writing with the appropriate tone to make a community driven version viable. A series of posts from you might work just as well. I think there's something valuable in calling attention to the strong suits of the games you've created. Each project is very different, but they all share at least some of their connective tissue through your authorial voice. In part, I think it's just useful to inform or remind people of the existence of the greater catalogue, and that many of the things they love about TLS can be found in your other work as well. As people finish TLS, I hope they expand their horizons into your other work. This is a barely formed set of ideas. I just fixated on a particular component of the future planning and feel like marketing/community development has a part to play there. Unfortunately I'm not particularly knowledgeable about either.