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From: Jamie F. <ja...@qu...> - 2003-02-27 11:31:01
|
Sadly, the best way i've seen of dealing with media folk in general is show them around the studio, don't show them too much, then take them down the pubs and clubs and get them totally s**t-faced. Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Javier Arevalo Sent: 27 February 2003 09:40 To: gam...@li... Subject: Re: [GD-Design] Dealing with the media Brian, You are absolutely right; dealing with the media in general (not just reviewers) is a serious problem, and you have to take it very seriously. Just yesterday, a national TV channel came to the office to film some minute-long blurb about "Praetorians". They were not exactly professional... one of the questions they asked our FMV team was "Which movie did you base this off?" The natural answer was "Inspired by many, not one in particular", but such answer didn't fit their "editorial approach", which they felt was clearer to the audience if they could give something more concrete. Obviously, we didn't want Praetorians to appear on TV as some kind of unnofficial version of Gladiator. We had an argument with them, and among the stuff mentioned was the idea that we preferred to forego such an appearance on TV if we felt that the portray of the game was not accurate. They couldn't understand that simple concept (after all, everyone wants to be on TV, right?), and so kept arguing the point, accusing us of intrusion and so on... We have had journalists come over to one of our presentations, and tell us that they didn't like RTS games anyway (I guess they _do_ like spending a couple days in Rome or wherever, though). We have had work-in-progress articles complain about lack of balance despite the fact that we told them "game code is pretty much complete, we're now starting the balancing and QA process which will take several months." They were just angry they had lost while playing the preview code. This kind of thing happens all the time, and you have to be ready for it. There is a fine line between being strict and being offensive, and most media types are offended by anything that does not go according to their wishes. In the end, you really appreciate having PR specialists take care of all this, nurturing the relationship with the media, but you must keep them on their toes and remind them that they are on YOUR side. That said, I wouldn't care much about "idiots with FrontPage". Yes they may be annoying, but the truth is, they tend to attract idiots. Finally, I would like to remind everyone of how important it is to have a good digital signature system for your preview versions (oh and make it batchable, so signing 80+ code builds is a no-brainer!). If you can keep the signature tool out of the hands of your publisher, you may have the opportunity of knowing exactly which versions have been sent, when and to whom. Javier Arevalo Pyro Studios Brian Hook wrote: >> Can you recall which reviewers gave the lazy reviews? > > There's no way you can really cull the bad reviewers out. There are > many reasons for this: > > - the biases of individual reviewers often change > > - if they find out they've been blacklisted, they'll often publicly > accuse the developer or publisher of knowing that they'll give an > "honest" review and thus this is obviously favoritism > > - often review copies are handed out by publishers without the > knowledge or consent of the developer > > - review copies are often given to a magazine or a publisher or a Web > site, without knowing ahead of time which individual reviewer will > receive a copy > > The fact of the matter is that the popularity of the Web has allowed > any idiot that knows FrontPage to throw up a Web site and have an > opinion that someone will listen to. Such is life, you just have to > hope that there are more level-headed, intelligent reviewers out > there than dishonest, lazy and disinterested ones. ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld = Something 2 See! http://www.vasoftware.com _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556 |
From: Ivan-Assen I. <as...@ha...> - 2003-02-27 10:19:38
|
> > Actually, some people wrote us to say they actually play Celtic Kings > > in that mode :-) because the Pause is implemented in a way that allows > > you to give orders while paused. We hadn't seen it coming, it was > > definitely "emergent game abuse" :-) > > Personaly I like this kind of feature :) > > It could also be something like a "speed bar" that you could > move back and forth, to play "a la" matrix :) When you want > to move from a point A to a point B fastly, put the cursor on > "fast", in fight reduce to "normal", and when it become hard, > switch to "slow"... Well, actually it's exactly like that, with zero speed being Pause. It's common for LAN games to bump up the speed during the initial development phase, and then lower it back to normal when battles start. The need for this, of course, is a sign of problems with tuning the design :-) |
From: Mickael P. <mpo...@ed...> - 2003-02-27 09:51:30
|
Ivan-Assen Ivanov wrote: >> Also Bioware RPG can be switched between real time and >> "paused" mode. > > Actually, some people wrote us to say they actually play > Celtic Kings in that mode :-) because the Pause is implemented in a > way that allows you to give orders while paused. We hadn't seen > it coming, it was definitely "emergent game abuse" :-) Personaly I like this kind of feature :) It could also be something like a "speed bar" that you could move back and forth, to play "a la" matrix :) When you want to move from a point A to a point B fastly, put the cursor on "fast", in fight reduce to "normal", and when it become hard, switch to "slow"... IIRC, "HExplore" (an old Diablo like game in voxel) had a similar system. Mickael Pointier |
From: Ivan-Assen I. <as...@ha...> - 2003-02-27 09:43:43
|
> Also Bioware RPG can be switched between real time and > "paused" mode. Actually, some people wrote us to say they actually play Celtic Kings in that mode :-) because the Pause is implemented in a way that allows you to give orders while paused. We hadn't seen it coming, it was definitely "emergent game abuse" :-) |
From: Javier A. <ja...@py...> - 2003-02-27 09:28:49
|
Brian, You are absolutely right; dealing with the media in general (not just reviewers) is a serious problem, and you have to take it very seriously. Just yesterday, a national TV channel came to the office to film some minute-long blurb about "Praetorians". They were not exactly professional... one of the questions they asked our FMV team was "Which movie did you base this off?" The natural answer was "Inspired by many, not one in particular", but such answer didn't fit their "editorial approach", which they felt was clearer to the audience if they could give something more concrete. Obviously, we didn't want Praetorians to appear on TV as some kind of unnofficial version of Gladiator. We had an argument with them, and among the stuff mentioned was the idea that we preferred to forego such an appearance on TV if we felt that the portray of the game was not accurate. They couldn't understand that simple concept (after all, everyone wants to be on TV, right?), and so kept arguing the point, accusing us of intrusion and so on... We have had journalists come over to one of our presentations, and tell us that they didn't like RTS games anyway (I guess they _do_ like spending a couple days in Rome or wherever, though). We have had work-in-progress articles complain about lack of balance despite the fact that we told them "game code is pretty much complete, we're now starting the balancing and QA process which will take several months." They were just angry they had lost while playing the preview code. This kind of thing happens all the time, and you have to be ready for it. There is a fine line between being strict and being offensive, and most media types are offended by anything that does not go according to their wishes. In the end, you really appreciate having PR specialists take care of all this, nurturing the relationship with the media, but you must keep them on their toes and remind them that they are on YOUR side. That said, I wouldn't care much about "idiots with FrontPage". Yes they may be annoying, but the truth is, they tend to attract idiots. Finally, I would like to remind everyone of how important it is to have a good digital signature system for your preview versions (oh and make it batchable, so signing 80+ code builds is a no-brainer!). If you can keep the signature tool out of the hands of your publisher, you may have the opportunity of knowing exactly which versions have been sent, when and to whom. Javier Arevalo Pyro Studios Brian Hook wrote: >> Can you recall which reviewers gave the lazy reviews? > > There's no way you can really cull the bad reviewers out. There are > many reasons for this: > > - the biases of individual reviewers often change > > - if they find out they've been blacklisted, they'll often publicly > accuse the developer or publisher of knowing that they'll give an > "honest" review and thus this is obviously favoritism > > - often review copies are handed out by publishers without the > knowledge or consent of the developer > > - review copies are often given to a magazine or a publisher or a Web > site, without knowing ahead of time which individual reviewer will > receive a copy > > The fact of the matter is that the popularity of the Web has allowed > any idiot that knows FrontPage to throw up a Web site and have an > opinion that someone will listen to. Such is life, you just have to > hope that there are more level-headed, intelligent reviewers out > there than dishonest, lazy and disinterested ones. |
From: Mickael P. <mpo...@ed...> - 2003-02-27 09:15:17
|
>>> It's still real-time. I think Jan and myself think of "Wargames" as >>> more like the turn-based stuff of yore, such as Panzer General and >>> Wargame Construction Set and the stuff that Battlefront sells. >> >> I had some talks about turn-based games or not. I've been working on >> "Incubation" some years ago and I absolutely liked the turn based >> aspect of the game. There seems to be a fan base out there who >> *wants* those kind of turn based games but every time I talked about >> it to some publishers their reaction was : "Turn based ?!? No one >> wants to play that ! It's long and boring ! Make your game real time >> !" > > Well, I think it depends in the target audience. If you aim for the > more hardcore staretegy gamers you would be better off using > turnbased, as that allows the players to focus on strategies, check > unit stats, view terrain in detail and other things that an RTS game > just doesn't have the time for. On the other hand, if the target > audience is the casual gamer that plays RTS games and does not bother > with the strategic content, then you're better off going RTS. Actually, there are some multiplayer turn based games that sold very well, and was quite entertaining: think about "Heroes of Might and Magic" by 3DO. > There are variations on turnbased gaming too: > > 1. the traditional turnbased. When it's your turn to move you click a > unit, move it as much as you want, see what it managed to do, get the > next unit, repeat. Typical game here is Civilization, Steel Panthers. > > 2. turnbased with action phase. During an orders phase you give > orders to your units, but they don't actually do anything yet. All > action is resolved during an action phase where the units move and > all action takes place. This seems to be very liked for more tactical > wargames, as it is more "fair". You can't use a single fast moving > unit as a scout into unknown territory and let it find all enemies, > then follow up with the "heavies" once you know the locations of the > enemies. A good example here is Combat Mission. > > I myself prefer the latter category. There is also the "time limited" turn based game system. I think SquareSoft used it on some FinalFantasy games. A lot of Japanese RPG games are real time during the adventure, and switch to turn based systems for the fight resolution. Also Bioware RPG can be switched between real time and "paused" mode. This system is quite nice, because it allows you to fastly wippe out small opposition, while still giving you the opportunity to pause the game to develop a better strategy in front of strong opponents. This led to the point that the real important fact is not if you should be real time or not, but if your are using not real time efficiently. The advantage of turn based systems is that you have all the cpu time free to: 1) Display awesome animations and effects (eg: Japanese RPG fights in general where the animations are done in a way to maximize the visual results by knowing in advance who will be hit or not in the action) 2) Allow the player to perform very complex actions (eg: Merging/Splitting armies, exchanging magic items in HOM&M, consult your counsellors for the best strategy to adopt in Civilization) 3) Perform some heavy path-finding computation instead of using cheap bugged real time path-finding, or give the IA opponent a real smartness with evaluation of conflicts zones, sensibles areas, evaluation of forces on the map, and so on. If a turn based game could have been done in real time without sacrifying anything in the gameplay, IMO it's a bad game. Mickael Pointier |
From: Brian H. <ho...@py...> - 2003-02-27 09:13:11
|
>Or simply considering the monthly cash spended to keep a big >publisher alive it's not viable for them to even try to publish >something for these market segments ? That too, although I'm fairly confident most publishers would be= very happy to have RC Tycoon's revenue stream =3D) Brian |
From: Mickael P. <mpo...@ed...> - 2003-02-27 09:00:35
|
Brian Hook wrote: >> it to some publishers their reaction was : "Turn based ?!? No one >> wants to play that ! It's long and boring ! Make your game real time >> !" > > And this is largely what publishers said to Chris Sawyer when he was > shopping around RC Tycoon. Specifically, they were deriding the fact > that it had no competitive aspect, lots of little people, and no > blood or violence. They felt such a game simply wasn't relevant. > > So there are always opportunities when the big publishers simply > refuse to believe that some market segments exist. Or simply considering the monthly cash spended to keep a big publisher alive it's not viable for them to even try to publish something for these market segments ? >> hmmm... what about the "rewarding" factor in the game. It has been a >> long time paradigm to reward players with better graphics, more >> demanding enemies and improved items to keep him playing. > > That's not rewarding as much as it is simply providing progressively > greater challenges. Obviously you want to do that, but at the same > time you don't want to save your best stuff for the few players that > find it by finishing a game. > > Basically, first impressions count. On the Atari ST I had a game (forget the name) that had a nice way to keep you motivated to continue the game. Instead of having an endless number of levels, it proposed "rounds" in "leagues". The end result is exactly the same, but you know that you had to finish a serie of 5 rounds to end the current league and move to the next one. Each end of league displayed a small screen with statistics and comments about your performance and also some fun animation around that, a little bit like in Bomberman when you see your character wininng with all other behind him in very bad shape. Every each "leagues" you had a specific screen telling you how good you were... This way you still get the impression you had something new to discover, and it makes the game more interesting. Mickael Pointier |
From: Brian H. <ho...@py...> - 2003-02-27 08:23:19
|
>Can you recall which reviewers gave the lazy reviews? There's no way you can really cull the bad reviewers out. There= are many reasons for this: - the biases of individual reviewers often change - if they find out they've been blacklisted, they'll often= publicly accuse the developer or publisher of knowing that they'll give an= "honest" review and thus this is obviously favoritism - often review copies are handed out by publishers without the knowledge or consent of the developer - review copies are often given to a magazine or a publisher or a= Web site, without knowing ahead of time which individual reviewer= will receive a copy The fact of the matter is that the popularity of the Web has= allowed any idiot that knows FrontPage to throw up a Web site and have an= opinion that someone will listen to. Such is life, you just have= to hope that there are more level-headed, intelligent reviewers out= there than dishonest, lazy and disinterested ones. Brian |
From: <ham...@tm...> - 2003-02-27 08:13:59
|
on Wed, Feb 26, 2003 at 12:14:20PM -0800, gam...@li... wrote: > Message: 8 > From: "Ivan-Assen Ivanov" <as...@ha...> > > > A better example might be the aforementioned Combat Mission or CA's > > Medieval: Total War. The Total War stuff has sold very, very well, > > and I think it's partly because it wasn't the same resource > > management RTS that everyone else has written a million times. > > There is a fine line between making your game too similar in apparent > gameplay > to one of the classics, and making it too different so that no reviewer > gets it in the 30 or so minutes he is able to devote. > As our lead designer put it after the first few reviews, "No more > *different* > games from me". > We've seen wildly varying reviews - people who "got it" and played the > game > we play, and people who didnt "get it" and play a vastly different, > shallow and bland game. (Of course, the blame for this sits squarely on > us, not them.) For that matter, we've seen reviews which say > "great multiplayer/skirmish mode, but the single-player is a totally > lame, boring attempt at an RPG" AND reviews which say > "great single-player missions, but the multiplayer/skirmish mode > is a totally lame standard RTS". We got good scores both from > people who obviously had played the game for 5 minutes (probably > due to good marketing on part of our publishers), and from people who > understood it; however, most of the bad scores we got were from > reviewers who judged the game completely superficially > (what, 2D graphics? only two races? shallow tech tree? must be bad). > > Maybe in the long term, it's gameplay that matters. But for good > reviews in the initial period, you need not only glitzy technology, > but also very accessible gameplay. No one cares if two of your advanced > units form a very interesting symbiotic combination in the endspiel, > or if there's a great scripted sequence after the incredibly difficult > mission 8. The game must be obviously good, not just good. > Can you recall which reviewers gave the lazy reviews? Personally, if/when the situation arises, I'd like to do my best to keep review copies out of the hands of useless reviewers. I understand that you typically feel you can't afford to reduce the amount of exposure you get, but if these people aren't doing their job properly (perhaps includes people who don't even know how to do their job properly?) and they're doing more harm than good, then it's time to cut them out, surely? I'd have nothing against an honest, but negative review (depressing, but...) - but a review that shows someone has just been a lazy **** is another thing entirely... |
From: Jan E. <ch...@in...> - 2003-02-27 08:00:31
|
On Thu, 27 Feb 2003, Stefan Maton wrote: >Hi, > >> It's still real-time. I think Jan and myself think of "Wargames" as >> more like the turn-based stuff of yore, such as Panzer General and >> Wargame Construction Set and the stuff that Battlefront sells. > >I had some talks about turn-based games or not. I've been working on >"Incubation" some years ago and I absolutely liked the turn based aspect >of the game. There seems to be a fan base out there who *wants* those >kind of turn based games but every time I talked about it to some >publishers their reaction was : "Turn based ?!? No one wants to play >that ! It's long and boring ! Make your game real time !" Well, I think it depends in the target audience. If you aim for the more hardcore staretegy gamers you would be better off using turnbased, as that allows the players to focus on strategies, check unit stats, view terrain in detail and other things that an RTS game just doesn't have the time for. On the other hand, if the target audience is the casual gamer that plays RTS games and does not bother with the strategic content, then you're better off going RTS. There are variations on turnbased gaming too: 1. the traditional turnbased. When it's your turn to move you click a unit, move it as much as you want, see what it managed to do, get the next unit, repeat. Typical game here is Civilization, Steel Panthers. 2. turnbased with action phase. During an orders phase you give orders to your units, but they don't actually do anything yet. All action is resolved during an action phase where the units move and all action takes place. This seems to be very liked for more tactical wargames, as it is more "fair". You can't use a single fast moving unit as a scout into unknown territory and let it find all enemies, then follow up with the "heavies" once you know the locations of the enemies. A good example here is Combat Mission. I myself prefer the latter category. -- "Bingeley bingeley beep!" -- The Personal Disorganizer, Terry Pratchett in Feet of Clay |
From: Brian H. <ho...@py...> - 2003-02-27 07:59:29
|
>it to some publishers their reaction was : "Turn based ?!? No= one >wants to play that ! It's long and boring ! Make your game real= time >!" And this is largely what publishers said to Chris Sawyer when he= was shopping around RC Tycoon. Specifically, they were deriding the= fact that it had no competitive aspect, lots of little people, and no= blood or violence. They felt such a game simply wasn't= relevant. So there are always opportunities when the big publishers simply= refuse to believe that some market segments exist. >hmmm... what about the "rewarding" factor in the game. It has= been a >long time paradigm to reward players with better graphics, more >demanding enemies and improved items to keep him playing. That's not rewarding as much as it is simply providing= progressively greater challenges. Obviously you want to do that, but at the= same time you don't want to save your best stuff for the few players= that find it by finishing a game. Basically, first impressions count. Brian |
From: Stefan M. <me...@sk...> - 2003-02-27 07:16:20
|
Hi, > It's still real-time. I think Jan and myself think of "Wargames" as > more like the turn-based stuff of yore, such as Panzer General and > Wargame Construction Set and the stuff that Battlefront sells. I had some talks about turn-based games or not. I've been working on "Incubation" some years ago and I absolutely liked the turn based aspect of the game. There seems to be a fan base out there who *wants* those kind of turn based games but every time I talked about it to some publishers their reaction was : "Turn based ?!? No one wants to play that ! It's long and boring ! Make your game real time !" > imagination of the player immediately. It's tempting to save the > best for last to provide a final sense of "wow!" when they complete > the game, but two hard facts make this a bad idea: > > 1. The demo is often the first few levels, so if they're boring the > 2. Very few players actually complete games, so you really want to hmmm... what about the "rewarding" factor in the game. It has been a long time paradigm to reward players with better graphics, more demanding enemies and improved items to keep him playing. IIRC our marketing departement told us (back then) that "Game, Net & Match", one of the first real time 3D tennis games with internet play, sold less because reviewers wrote that there weren't any trophies displayed. The graphics were top-notch then but it didn't seem to be enough. Kind regards, Stefan |
From: Mike W. <ge...@ub...> - 2003-02-27 06:49:43
|
> > >Many wants games that are easy to pickup, play for a few minutes/hours and >which then can be dropped. I still play a few occasional games of online >chess, as one game can be played in 3-5 minutes without any hassle. It's >also easy to just throw a disk into the PS2 and game away during the >commerical breaks of shows you watch on TV. > >One should take the "ease of playing" into account too. Not everyone wants >complex monstrosities that take ages to start, setup and play. Almost any >current "big game" falls into that monstrosity category. > > exactly. i think this is one of the bigger draws of games like counter-strike even - you can jump in and play for 5 minutes or 5 hours ... and have as much fun both times... that instant accessibility is a major factor. i have almost stopped playing single player games for that reason - don't have enough time to set aside for a 60 hour epic anymore...at least until deus ex 2 comes...or doom 3 i think it doesn't matter if you are designing a puzzle game or an action fps, allowing the players to jump in and play as easily and simply as possible is something important to consider... mike w www.uber-geek.ca |
From: Jan E. <ch...@in...> - 2003-02-27 06:42:36
|
On Wed, 26 Feb 2003, Mike Wuetherick wrote: >there was an excellent writeup from the indie games conference (i think) >that had a much better explanation of why - but by charging MORE, you >actually will increase your sales because people associate quality with >cost - charge too little and no one will purchase it. A pretty interesting but off-topic analogy might be software that bussinesses depend on. I've seen many IT managers say that they can't use free Linux software, because "it's free, we have to have a price tag, the higher the better". The same may to a certain extent hold for games. <snip> >look at how popular the online versions of these types of games are - >the yahoo games, the msn gaming zone, all that - they are packed with >people playing these types of games... > >i'd have to definitely say there is a market for this type of game... Many wants games that are easy to pickup, play for a few minutes/hours and which then can be dropped. I still play a few occasional games of online chess, as one game can be played in 3-5 minutes without any hassle. It's also easy to just throw a disk into the PS2 and game away during the commerical breaks of shows you watch on TV. One should take the "ease of playing" into account too. Not everyone wants complex monstrosities that take ages to start, setup and play. Almost any current "big game" falls into that monstrosity category. -- "Bingeley bingeley beep!" -- The Personal Disorganizer, Terry Pratchett in Feet of Clay |
From: Mike W. <ge...@ub...> - 2003-02-26 21:27:00
|
Brian Hook wrote: >>This remark about _puzzle games_ reminds me a discussion I had with >>some friends about what is sometimes called "desktop games". I >>wonder how much people are willing to pay for this kind of games ? >> >> > >$15-20 seems to be the sweet spot, but I doubt any real research has >gone into pricing models. > > i'd have to say that charging less than that and you are ripping yourselves off as the developers. there was an excellent writeup from the indie games conference (i think) that had a much better explanation of why - but by charging MORE, you actually will increase your sales because people associate quality with cost - charge too little and no one will purchase it. >>Do you think there is a market for decently made games of this kind >>? >> >> >Er, yes. Most of our business model (www.pyrogon.com) is predicated >directly on targeting that player base. Word games, puzzle games, >card games, etc. > > look at how popular the online versions of these types of games are - the yahoo games, the msn gaming zone, all that - they are packed with people playing these types of games... i'd have to definitely say there is a market for this type of game... mike w www.uber-geek.ca |
From: Brian H. <ho...@py...> - 2003-02-26 20:42:06
|
>This remark about _puzzle games_ reminds me a discussion I had= with >some friends about what is sometimes called "desktop games". I >wonder how much people are willing to pay for this kind of games= ? $15-20 seems to be the sweet spot, but I doubt any real research= has gone into pricing models. >Do you think there is a market for decently made games of this= kind >? Er, yes. Most of our business model (www.pyrogon.com) is= predicated directly on targeting that player base. Word games, puzzle= games, card games, etc. Brian |
From: Brian H. <ho...@py...> - 2003-02-26 20:40:46
|
>While Total War is a fine game by itself, I believe a large= amount >of its sales can be attributed to its pretense of realism and >"historism". I don't think that's the case, because, honestly, there aren't= enough history buffs to really make it a top 10 game, and it was in the= top 10 for several weeks. The realism factor -- large unit movement -- and lack of resource= management I think greatly contributed to its fun. Also note= that its graphics weren't particularly anything to write home about. >So I guess Total War took some part of the substantial, although= not >very large wargame market. It's still real-time. I think Jan and myself think of "Wargames"= as more like the turn-based stuff of yore, such as Panzer General= and Wargame Construction Set and the stuff that Battlefront sells. >There is a fine line between making your game too similar in >apparent gameplay to one of the classics, and making it too >different so that no reviewer gets it in the 30 or so minutes he= is >able to devote. I completely agree. Having come from the first-person shooting genre, I witnessed this first hand with the migration from Quake= to Quake 2. ANY change that was entertained was derided by half the= market as "not being true to our roots", but any LACK of change= was perceived as "same old stuff, unoriginal". It's a tough line to= balance. Which is why sometimes you have to come out with something SO different that people have to dump much of their preconceived notions. I think Homeworld and Thief captured this very well. Homeworld felt like an RTS, but the extra dimension changed= things so much that you couldn't think in terms of 2D bases/units anymore. Thief felt like a first-person shooter, and a lot of people still= reviewed it as such, but it obviously was not, and enjoyed a lot= of success for being so different (and still good). >As our lead designer put it after the first few reviews, "No= more >*different* games from me". I think there's an area where you can be so different that people= don't "get it", but yet still similar enough that people have= certain expectations that may not be met. It's what helicopter pilots= call the dead man's curve. There's a zone where if you lose your= engine you must be high enough to allow for autotation to safety, or low= enough that you can survive the crash, but if you're in between,= you're pretty much dead. >different, shallow and bland game. (Of course, the blame for= this >sits squarely on us, not them.) I think that's a really positive attitude to have, because it= gives you room to grow in the future. I've seen too many game= designers that blame the players for not enjoying their game. Trust me,= it's tempting to do when I get e-mails from people that disliked Candy= Cruncher =3D) >reviewers who judged the game completely superficially (what,= 2D >graphics? only two races? shallow tech tree? must be bad). Unfortunately the nature of the Internet is such that anyone can= have an opinion. I know of at least one reviewer who has bragged to= me that for "shitty games" he doesn't even bother opening the box,= he just sells it on eBay. And this is from one of the more= respected sites *sigh* >Maybe in the long term, it's gameplay that matters. But for= good >reviews in the initial period, you need not only glitzy= technology, >but also very accessible gameplay. Yes. As the player base matures and broadens we're seeing accessibility becoming more and more important. I remember= trying to show a friend how to play Quake, and often we forget how= incredibly difficult mouselook was to learn when first playing. I'm happy to see the trend towards integrated tutorials, etc. so= that you can learn without reading a manual. >No one cares if two of your >advanced units form a very interesting symbiotic combination in= the >endspiel, or if there's a great scripted sequence after the >incredibly difficult mission 8. The game must be obviously good,= not >just good. Also a very good point. I had a friend comment once that "You= need to show your best stuff FIRST", because that's what captures the= imagination of the player immediately. It's tempting to save the= best for last to provide a final sense of "wow!" when they= complete the game, but two hard facts make this a bad idea: 1. The demo is often the first few levels, so if they're boring= the game will be perceived as boring. I'm amazed how many times I've= downloaded a demo and it ends up being the tutorial with no indication of the actual gameplay. 2. Very few players actually complete games, so you really want= to front load as much content as possible. Brian |
From: Mickael P. <mpo...@ed...> - 2003-02-26 15:27:38
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> We sell _puzzle games_ for $20 and we're surviving quite well. > Hardcore gameers laugh at us because, hey, Candy Cruncher isn't > 1/10th as cool as Serious Sam, and yet it's the same price. But our > consumers DON'T CARE, because they're not buying our games thinking > "Man, this puzzle game is a rip off because Serious Sam is the same > price!", they're thinking "Hey, this is fun, I finally found a game I > can relate to!" This remark about _puzzle games_ reminds me a discussion I had with some friends about what is sometimes called "desktop games". I wonder how much people are willing to pay for this kind of games ? A lot of people are playing MineSweeper, FreeCell, and other windows games during compilation, printing of a rapport, waiting for the end of a rendering, and so on... Do you think there is a market for decently made games of this kind ? Mickael Pointier |
From: Oscar C. <osc...@cr...> - 2003-02-26 12:13:54
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On Wed, 26 Feb 2003, Ivan-Assen Ivanov wrote: >Personally I'd like to one day see the old "Laser Squad" ported to Linux, >or just about any of the old (1980:s) SSI games. Ah, those were strategy >games... Interesting choice of game... Julian and Nick Gollop founded an indie studio called Codo Technologies a couple of years back, after the collapse of Mythos Games. They're now self-publishing a subscription-based play-by-email game called "Laser Squad: Nemesis": http://www.lasersquadnemesis.com/ The last time we spoke, they were looking into some very interesting sales models (I'm not sure if I should elaborate, so I won't - but you might be able to work some of it out for yourselves using Google and a little imagination). Oscar Cooper. Creature Labs. PS: The last time we spoke, there was only a Win32 client available - but a Linux port was always on the TODO list :-) |
From: Ivan-Assen I. <as...@ha...> - 2003-02-26 11:45:14
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> A better example might be the aforementioned Combat Mission or CA's > Medieval: Total War. The Total War stuff has sold very, very well, > and I think it's partly because it wasn't the same resource > management RTS that everyone else has written a million times. While Total War is a fine game by itself, I believe a large amount of its sales can be attributed to its pretense of realism and "historism". There are a lot of history buffs. On our forum and our support email we get quite a lot of emails of the following two types: 1. "Your game is great! Why don't you do a historical campaign about the battles of King Umperdincus the Greenbearded and his conquest of Zashmorzonia? I have a lot of friend who are interested in the history of Zashmorzonia [read: 2] and they would all buy it!" 2. "Your game sucks! I bought it because I'm interested in Roman history, but what's with all those 'spells' and 'healing' and 'druids'? It's totally unrealistic." So I guess Total War took some part of the substantial, although not very large wargame market. > Not to belabor the point -- and without having seen your game even > once -- then I would think that the design wasn't sufficiently > different for the reviewers to retain interest. (BTW, if you have any interest in RTS games, EBGames already list it for $9.99... not exactly a plug, because, obviously, at that price nothing would come to us. And no, Jan, it's not a clickfest by any means.) There is a fine line between making your game too similar in apparent gameplay to one of the classics, and making it too different so that no reviewer gets it in the 30 or so minutes he is able to devote. As our lead designer put it after the first few reviews, "No more *different* games from me". We've seen wildly varying reviews - people who "got it" and played the game we play, and people who didnt "get it" and play a vastly different, shallow and bland game. (Of course, the blame for this sits squarely on us, not them.) For that matter, we've seen reviews which say "great multiplayer/skirmish mode, but the single-player is a totally lame, boring attempt at an RPG" AND reviews which say "great single-player missions, but the multiplayer/skirmish mode is a totally lame standard RTS". We got good scores both from people who obviously had played the game for 5 minutes (probably due to good marketing on part of our publishers), and from people who understood it; however, most of the bad scores we got were from reviewers who judged the game completely superficially (what, 2D graphics? only two races? shallow tech tree? must be bad). Maybe in the long term, it's gameplay that matters. But for good reviews in the initial period, you need not only glitzy technology, but also very accessible gameplay. No one cares if two of your advanced units form a very interesting symbiotic combination in the endspiel, or if there's a great scripted sequence after the incredibly difficult mission 8. The game must be obviously good, not just good. |
From: Jan E. <ch...@in...> - 2003-02-26 11:21:04
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On Wed, 26 Feb 2003, Ivan-Assen Ivanov wrote: >> >Actually, I think there is one genre where one person could >> do a great game: strategy games. > >One advice from the trenches: if you start out doing a strategy game, >make sure it doesn't hit the market right between the then-current >iterations of BlizzardCraft and Age Of Ensembles. :-) Heh, if I actually created a strategy game the average RTS gamer would have a far too short attention span to play it. Strategy games are not RTS games, it's very unfortunate that the whole genre of strategy games has nowadays been associated with this (imho) stupid little sector. Personally I'd like to one day see the old "Laser Squad" ported to Linux, or just about any of the old (1980:s) SSI games. Ah, those were strategy games... -- Real children don't go hoppity-skip unless they are on drugs. -- Susan Sto Helit, in Hogfather (Terry Pratchett) |
From: Jan E. <ch...@in...> - 2003-02-26 11:13:02
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On Wed, 26 Feb 2003, Ivan-Assen Ivanov wrote: >> Of course, but that genre is a bit more realistic. Players >> don't demand state-of-the-art multithreaded texturewhizbangs >> with Cg and THX 6.3 sound in a teratexel DVD engine. Only >> games with no real playable content need that. :) > >Ummm, do you want a digest of the "graphics" sections of Celtic Kings >reviews (by the way, published by the aforementioned StrategyFirst)? >"outdated", "AOE clone", "not up to modern standards", "plain", etc... As I already said I am not including silly RTS games into the category "strategy games". RTS games should be called something else, maybe "realtime clickfests" (RTF)... -- Real children don't go hoppity-skip unless they are on drugs. -- Susan Sto Helit, in Hogfather (Terry Pratchett) |
From: Brian H. <ho...@py...> - 2003-02-26 10:44:03
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>But in almost all reviews there was a mention of how dated the >graphics technology was. If the reviewer had an overall= favorable >impression of the game, it was along the lines of "dated but= OK", >otherwise it was "too dated to compete". Not to belabor the point -- and without having seen your game= even once -- then I would think that the design wasn't sufficiently different for the reviewers to retain interest. Take that same= type of engine and do a radically different design, or at least one= that makes people sit up and realize that it IS different, and you're= onto something. Brian |
From: Brian H. <ho...@py...> - 2003-02-26 10:42:09
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>One advice from the trenches: if you start out doing a strategy >game, make sure it doesn't hit the market right between the= then- >current iterations of BlizzardCraft and Age Of Ensembles. :-) A-ha, but that assumes you're writing a game that competes with= them stylistically, and I would submit that that is a losing battle no= matter how good you are =3D) A better example might be the aforementioned Combat Mission or= CA's Medieval: Total War. The Total War stuff has sold very, very= well, and I think it's partly because it wasn't the same resource management RTS that everyone else has written a million times. It also really pushed the envelope with having so many units on screen, which looked awesome. Brian |