>>82058
>>82143
If not for Comstock and his kin of forcibly abstemious shitheads, we'd have quality sex games since day one of gaming. The idea of, what we call now, "monster girls" was out there for a very long time, long before Touhou came out, and I have no reason to believe Doomguy wouldn't have been fucking some hell succubi or some other demons in female form. American (and Western in general) creatives have proven to be capable, so we would have good gameplay mixed with good titties all along.
>why all those small indies make all those primitive games?
A lot of them are Japs who
cannot make quality anything aside from drawings, and as for the rest, they're likely not motivated. Plus making a game is a lot harder than it sounds. I've had an ass load of ideas, concepts, and even sometimes full-blown stories completely with well-developed game mechanics, entities and their properties, and other constituents of a fictional universe... but once you start actually working on making it into a game, it's a LOT harder and more work. It's one thing to just make up a fictional universe, the setting, the locations, the plot (if any), make up some things and being that have these and those traits and behave in certain ways... yeah, just putting those into a paper/file would take you maybe two weeks if your fictional universe is
really detailed and you spend most of your free time doing that. But then, when you actually try to make it into a game... You'll have to find an engine or some other tech-base (gladly there are a lot of them, both proprietary with generous licenses, and free-to-use). Then you'll have to find or create: Textures, sounds, models (if 3D), shaders... and that's not talking about implementing all the game logic and entity behavior as executable code. The more complicated a game is, generally the more work it requires to be done. Now imagine if you're just one guy working on that in your free time, doing it as a hobby activity.