Thursday, July 02, 2009
Deadly Sin
Deadly Sin is an indie RPG from the aptly-named newcomer indie Deadly Sin Studios. It's a jRPG-style indie game with a fantastic soundtrack (which isn't afraid to mix a little rock-and-roll with the traditional epic orchestral stuff). Deadly Sin is billed as being inspired by or reminiscent of the "golden age" of console RPGs, but it doesn't stop there. It really does some interesting things with it's basic framework, the RPG Maker engine.In Deadly Sin, you play Lorelai, a young woman who has been living far from the escalating tension and violence growing in the nearly all-powerful Dondoran Republic, where the ruthless Empress Ardelia using an iron first to smash down the growing tide of rebellion. However, Lorelai quickly gets pulled into events, as she discovers that she is none other than the princess and heir to the empire living in exile.
And of course, this being the kind of game it is, her voyage of discovery and growth involves a good deal of getting together with friends, engaging in cute and melodramatic dialog, searching through ancient ruins, and kicking a lot of monster butt.Naturally, this is just the way I like it.
I haven't gotten too far into the story yet, but I have played enough to be intrigued by some of the more interesting mechanics. First of all is the character progression system. In addition to gaining general measures of awesomeness when you level up (you know, hit points, magic points, chance to hit or whatever), you gain a number of "skill points" with every encounter. These skill points can be spent at any time (well, outside of combat) to buy additional abilities to improve your characters . This allows some customization and progress in-between major levels. Wanna focus on Lorelai's healing power at the expense of her combat abilities? Go for it. How about making Glade more of a damage-dealer than a sneak-thief? You can do that too.
And it makes much more sense than some of the systems offered by recent major Final Fantasy releases.
Another thing Deadly Sin does that changes the gameplay a bit is what they call the threat system. MMORPG veterans will recognize the concept immediately as a variation on aggro management. The AI targets party members based on their "threat level" - a factor visible from the combat screen. Players can use party actions to manipulate the threat level and thus protect weaker characters from attack.In lieu of actual tactical formations and real combat positioning, this is one more way to add some tactical tools to the player's arsenal. So far it hasn't made a huge difference in my game, and I worry I could end up with the major spell-slinger getting turned into everybody's punching bag after unleashing a big ol' fireball in round one. Which is pretty much how these things usually work out, anyway.
So far I've been enjoying the game a lot. Which is dangerous to my productivity. Dang it. I'll report back when I've played some more. Or you can. You can check out the game yourself (free hour-long demo, cheap full version for 30 hours of enjoyment, etc... you know how it works) here:
Play Deadly Sin
Deadly Sin is only available for Windows platforms.
Labels: Game Announcements, Roleplaying Games
Wednesday, July 01, 2009
Swamped With RPGs
While it can probably be blamed on lack of free time, I'm declaring myself officially swamped with RPGs right now. And that's not just me going back and playing old retro RPGs either (for "research purposes", I swear!) - I think with just indie RPGs alone released in the last year or so, plus a couple of mainstream titles I may or may not EVER complete, I am just not keeping up.
Not that I'm really complaining about this. This is a good thing. It's just a statement of fact. Indie RPG makers are rockin'.
I'm heading out on vacation next week, and I'm bringing my laptop, so hopefully I'll be able to finish at least one of 'em. When I'm not fishing or working on Frayed Knights (yes, I'm gonna work on my vacation... I'm a sick man). I'll probably be taking Aveyond: Lord of Twilight with me, as I've not finished it yet but I've been enjoying it immensely. The next "book" in the series is due out in a month or two, so I want it make sure I've completed this one first. Amaranth Games seems to have really nailed the storytelling on this one, and I'm at the point where the game has opened up and gotten a lot less linear. I just started Deadly Sins Monday night (I'll have more on that one tomorrow), and it has started out with a bang, too. The production quality is outstanding, and I love the skill-based leveling system (unusual among RPGMaker titles), but I need to see more of the story and characters.
I guess in a way, the Aveyond series is to blame. A lot of these commercial indie (no, that's not an oxymoron) RPGs coming out now run on the RPG Maker engine, once Aveyond and Aveyond 2: Ean's Quest proved to be a break-out hits. I think some people are discovering that producing a high-quality, commercial-grade game with the engine isn't quite as easy as they might have envisioned. It's not exactly a paint-by-numbers experience. But it has eased enough of the burden of development by now that we're seeing some great commercial (and free) releases now.
But while I remain impressed and pleased with the quality AND variety of the top RPG Maker titles (and I don't even pretend to keep up on all of them - see above re: swamped), I'd like to see more indie RPGs using other engines. Many of these RPGMaker titles do push the boundaries of the 16-bit-era conventions and style encouraged by the engine, but I would like to see more games that don't even step near those conventions in the first place.
Sorta like how I love all the varieties of pizza (at least at the good pizza places), but sometimes even a geek like me is in the mood for for something that's - you know - not pizza.
Of course, that assumes I'd have the time to PLAY them in the first place. Did I mention "swamped?"
I can't win. But at least I can enjoy playing.
Labels: Roleplaying Games
Tuesday, June 30, 2009
Dungeon Crawlin'
Soldak is now working on a new RPG, one that will fall somewhere in-between the awesome hardcore Depths of Peril, and the much-more-casual "hack-and-slash" RPG-lite Kivi's Underworld (which I also enjoyed, but not nearly as much as Depths of Peril). Steven Peeler is soliciting feedback for the next game from players.
Shamus Young jumped at the opportunity to talk about Dungeon Crawls. What he loves about 'em and would like to see. He brings up the joy of loot, the impossibly crazy dungeons, the ability to choose your character improvements when leveling, and ... well, the lack of story (and possible ways to fix that without screwing up the gameplay).
My personal favorite of the "dungeon crawlers" was actually Ultima Underworld. But it broke heavily with tradition. Some of the brilliant ideas in that game included making all the non-hostile NPCs potential "shops" for trading. Ultima Underworld introduced the concept of what I consider a "survival fantasy" RPG - you were trapped in a dungeon and started out just trying to stay alive, scrounging for food and equipment, making alliances and fighting off threats. THEN you moved on to actually trying to accomplish something. But the game was claustraphobic, and while not plot-heavy (the plot kinda sucked), the setting itself was fascinating. (I note that Arx Fatalis - which I haven't had any chance to play in two weeks - has so far really followed a similar template, which thrills me).
But the take-away here - for me - is that there is exactly as Shamus states in his article: "the (dungeon crawler) genre fell out of favor long before the possibilities had been exhausted." There's much more that could be done with the idea. Jeff Vogel's Avernum series pretty much turned everything into a giant dungeon crawl. A more organic, procedurally-generated, simulationist dungeon crawler along the lines of Dwarf Fortress could be an incredible idea. We've talked about melding the ideas of the classic dungeon crawler and X-Com's combat and missions.
I believe the gaming world can use some more dungeon crawls.
Labels: Roleplaying Games
Monday, June 29, 2009
Game Programming: Harder than Ever?
I learned computer programming when I was twelve years old, purely (at the time) to make games. I wanted to create my own clones of my favorite arcade games. And write adventure games and make games that emulated the D&D experience. Some dreams never die, I guess. But originally, it was all about the games. Software development (both gaming and non-gaming) has been putting food on my family's table for fifteeen years. So I guess as far as hobbies go, I did pretty good for myself.
As I mentioned in passing last week, I've been looking over some old books on game programming - including the ancient tomes that effectively taught me programming: Basic Computer Games and More Basic Computer Games, which are pretty beat-up but still in (mostly) one piece on my bookshelf.
It occurs to me that I kinda hit the 'sweet spot' in learning to program games. I started in an era where "home computers" had just become affordable, and many of them were built with the idea that the "users" would be programming. There just wasn't much of an industry out there at the time (especially within the first year of release) to support computer owners with software. Many systems had the BASIC programming language built in or shipped with the core package.
It was simple - relatively speaking. Other than saving and loading your single-file program, you wouldn't need to worry about files. Basic was an interpreted language, so you didn't need to worry about compiler settings, the executable, or anything like that. In fact, you could write a simple one-line program (like 10 PRINT "HELLO, WORLD!") and then type "RUN" and see your code in action right after the computer booted (or after you booted the BASIC disc).
You had very few options, tools were virtually non-existent unless you rolled your own, and the machines were dog-slow, barely capable of handling much more fancy than a Breakout clone in real-time unless you learned to write some machine code subroutines. You had - at best - sixteen colors to work with, very limited sound options, and a lot of the more advanced things you wanted to do required you to dig "down to the metal" and set hardware values via a memory map. You had to learn to avoid any unnecessary division or non-integer values (because they were very slow).
But, on the other hand, you usually didn't have to worry about upgrading drivers or tools, or having multiple programs running that interfered with your own, or sizing the window, or what weird hardware combination the user might be using, or how much memory they had, or whether or not their video card supported certain features, or whether or not you had something flagged wrong in your project settings for the compiler. It was a bare-bones experience, but the simplicity let you focus on the important things.
Contrast this with what an aspiring game developer has to do today. Sure - we no longer have to create spites on graph paper and manually convert that into byte values (well, okay, most of us wrote our own tools to do that back in the day anyway). But just learning how to use the tools available can be staggering. Take something like using PyGame to write a game (which I used for Hackenslash). A learner would need to do the following (for Windows):
* Make sure video and sound drivers are up-to-date
* Download and install the latest version of Python
* Download and install the latest version of the Windows Python extensions (1)
* Download and install the latest version of PyGame (1)
* Choose an editor for Python - learn how to use it. (I'm partial to PythonWin, but I haven't tried Eclipse with good Python plug-ins).
* Create a directory structure for their development area
* THEN - learn to program games in Python / PyGame
* ALSO learn the basics of your tools to create any content assets - though admittedly plugging in numbers for bit values for sprites is a WHOLE LOT harder in the long run than just learning to create .PNG files in The Gimp.
(1) - And make sure that the versions are compatible with each other - sometimes a problem shortly after a new major Python release.
Granted, maybe PyGame would not be necessarily for a purely text-based game of the kind found in Basic Computer Games. And, alternately - Microsoft Basic Express edition (or Visual C#) plus DirectX might make make a simpler installation - but IMO those aren't as easy or as straightforward to learn to use as Python.
Then there's another option, which is to use a game development toolkit like Game Maker or RPG Maker to construct a game. This is probably the easiest option that I can think of now - but it limits you to a very restricted universe. There's definitely a lot of valuable game development knowledge to learn going that route - especially in terms of game design - but I'd also worry that a lot of that knowledge wouldn't transfer very well to using more general tools.
So - since we have some development-folks who do hit this blog from time to time: What would be your suggestion for the easiest / smartest tool for someone learning to *program* (not just design) games?
Labels: programming
Sunday, June 28, 2009
Bruce Does Me Wrong
So I guess I am kind of a fan of Bruce Campbell.
Of course, I enjoyed Evil Dead and Army of Darkness. I loved seeing Bruce Campbell in Xena and Hercules. I watched about half of Brisco County Junior. I was thrilled to see him in cameo roles in the Spider-Man movies. I loved his autobiography ("If Chins Could Kill"). I even enjoyed Bubba Ho-Tep and his Old Spice commercial.
Oh, yeah. Congo sucked. But even movies and shows that suck - if they have Bruce Campbell in them - suck a little less.
Usually.
But I just watched The Man With the Screaming Brain. Written by, directed by, and starring Bruce Campbell.
Nobody should ever, Ever, EVER let him do that again.
(Oh, yeah, it was a Sci Fi original. Why do you ask?)
Labels: Movies
Friday, June 26, 2009
Frayed Knights - Meet Thrump
This is Thrump.The name isn't actually short for anything. It's just his name. At least, the name he tells people. I personally think he's Conan's younger, better-looking brother. He doesn't say a whole lot. He's kinda the strong, silent type.
Thrump is sort of Arianna's counterpart (and opposite) for the rival group of adventurers active in the Ardin area, the Heroes of Bastionne. The ones who beat the Frayed Knights to the eyes in Pokmor Xang pilot, for those who have played it. At least on the surface, he seems to be the warrior stereotype that Arianna is constantly fighting against.
Thrump is a follower. Arianna is a leader.
Thrump is massive and musclebound. Arianna is ... not.
Thrump holds his tongue and his temper. Arianna's anger management issues are legendary.Thrump is physically intimidating. Arianna makes up for volume what she lacks in presence.
Thrump is a respected up-and-comer in the adventurer community. Arianna still draws snickers from those who know of her first independent mercenary stint where she was hired to escort a manure cart... and failed.
Reconstructing ArdinI'm still working on Ardin right now. The original version of Ardin from the pilot was more of a rough draft intended for future expansion. While the village itself isn't a hotbed of adventure and intrigue as the two other small towns in Frayed Knights, there are still a lot of things going on that weren't even hinted at in the pilot.
So I've been shuffling things around, adding / creating new buildings, like my half-finished three-story tudor-style house there in the screenshot. The village also needs a focal point, besides the river. And then there's the various people in the community, and on the outskirts, with rumors, quests, hints, shops, and stuff to do.
The idea is that Ardin is something of a boom-town. Adventurers have come here on rumors of excitement and treasure. And they bring money with them. The villagers - old and new - are cashing in. So they've got a brand new (and I should add, totally rockin') inn, and some other new construction going on (hmmm.... I should probably create one or two half-finished buildings under construction, shouldn't I?). Some of the long-term residents resent the sudden appearance of adventurers, but it's still new enough that many - particularly younger citizens - find it fresh and exciting.
As far as the shops (well, *a* shop right now) are concerned, they are kinda-sorta working, though I'm still dealing with some design issues. Like what happens to items after you sell them. But the new interface, like the rest of the inventory system, is drag-and-drop. As much effort as it took to get things functional (and prevent bugs, like items getting perma-stuck under your cursor), there's just not much sexy to talk about a merchant trade interface. I ended up going far more traditional than I thought I would, just for the sake of my own sanity.Merchant snark is still 100% free, though.
Another issue with Ardin was the invisible walls from the pilot. Everybody - myself included - hates invisible walls. Even when I know there's absolutely nothing for me to see out there. So - if nothing else - I'm at least making the walls visible kinda visible. So long as there is some consistency in knowing that you can't go up or down steep cliffs (and I will need to mark said faces with a texture that makes it clear it's not passible) or across rivers or so forth, that should resolve most issues.
Beyond that, when you go far enough (or hit the right point on the road, or whatever), you get a quick-travel menu asking where you want to go. Any area you have either visited before or heard about (via a quest or whatever) is available on the menu for travel. This won't happen the first "day" (the timeframe seen in the pilot) - as you really only have two places to visit (if you are in the one, you will only travel to the other). But after that, things start opening up, and you shouldn't have to walk far before being able to travel quickly to anywhere else in the game.
And - hey - BONUS! This opens up chances for secret locations that have to be discovered via conversations, reading old texts, etc. I'm not sure I'll be able to exploit that capability very well with the limited time I have available, but that would make for easy expansion and downloadable content later, wouldn't it?
Edit: Thank you, Ian, for pointing out that the previous name was taken. I wanted a misspelled onomatopoeia that suggested a beefy warrior-type. :)
Labels: Frayed Knights
Thursday, June 25, 2009
Frayed Knights Pilot Download Link Fixed
Apparently, with the recent switch over of the servers, the Frayed Knights Pilot download link was broken. That has now been fixed. Probably. Seemed to work for me.
Not that I relish getting feedback on a year-old pilot now. It's kinda strange getting feedback on things that only there for a few weeks last year, and haven't worked that way in a while. In fact, it's a little awkward for me to go back and play it now, as the controls all seem weird to me now.
Ah, well. Maybe at some point I'll release a revised pilot. It's sure to give people many more things to hate. But that'll be off in the future a bit.
That Old JRPG Magic ...
Apparently Final Fantasy VII, that much game people either love or hate, has had over 100,000 downloads on the PSP since being released earlier this month. The linked article notes,
"Square Enix's seminal RPG -- now over a decade old -- has become something of a cultural icon to gamers, and it's generally associated with the era of more mainstream interest in Japanese RPGs in the U.S., as well as the rise of the PlayStation platform."Having been there (and been a professional game developer at the time) back in the day, I remember what a shake-up it was when Square announced their next Final Fantasy game would be a Sony exclusive rather than for Nintendo. I had never played any jRPGs (Japanese RPGs) at that time - nor any console RPGs at all unless you count The Legend of Zelda (I kinda... don't). So the momentousness of the announcement was lost on me. I was a PC gamer, and I loved my PC RPGs. I really didn't get the geeky love for the obviously inferior console jRPGs with their poorly translated dialog, goofy deformed-looking characters and simplistic gameplay.
Then I played Suikoden and Final Fantasy VII. And I learned what those weird SNES fanboys had been talking about all that time. While my love of western PC RPGs of that era was unchanged, I found a newfound appreciation for these much more linear, angsty, story-heavy little melodramas.
And Final Fantasy VII was, for many, the turning point where the mainstream western gamers discovered the jRPG. I only beat the crowd by a couple of months.
But for me, while the two styles of games are generally pretty different (though they freely borrow from each other), I enjoy both. I don't know if that makes me weird, or puts me in a silent majority, for I more often hear from people who love one style and completely hate the other. For me - a good game is a good game.
On a side note, for those who might be curious or who missed out on playing Final Fantasy VII in the first place but don't really feel inclined to play through it now to see what you missed, there's a great retrospective on the game at gamespite entitled Final Fantasy VII: The Voice of the Planet which I really enjoyed. It endeavors to strip out over a decade of hype and hate, look past the technology of the era and peer instead more at the core of the game - the good and the bad. Particularly the good - as nobody goes ga-ga over the formerly lush background visuals anymore. The article contains an amusing analysis of the primary - and what made him stand out - which is worth quoting here:
"Cloud's journey of personal transformation -- from a badass loner mercenary to a babbling mental wreck, to the deconstruction of his entire self-fabricated persona, and eventually, to acceptance that it's not too bad just to be a regular guy who says things like `Let's mosey' -- is genuinely sympathetic. (Which makes it all the more a disgrace that the game's various sequels have thrown his development back to square one, for no reason but that badass loners sell.)"
Labels: retro, Roleplaying Games
Wednesday, June 24, 2009
id Software: Independent No More
I guess we can quit arguing over whether or not id Software is an "indie" studio or not.
Bethesda Parent ZeniMax Acquires id Software
I had to check the date to make sure it wasn't an April Fool's joke. But yeah - the house of Doom is now a sibling to Bethesda.
Labels: Biz
The Evolution of a Game Engine
Scarily enough, I've been at this game development thing for a pretty long time. I have a few pretty obsolete books on making games in my library. Even discounting the really ancient ones (like Basic Computer Games and a couple of books on Commodore 64 game programming), there are some pretty vintage books.
I've been thumbing through some of these old books recently, including one that I picked up as a professional in 1995 but had hardly ever read. It was Lary L. Myers "Amazing 3D Games Adventure Set." Mainly, the book explained the source code and use of his "Publicware" raycasting engine, ACK-3D, which was a little more sophisticated than Wolfenstein 3D's engine.
The ACK-3D engine was released in the post-Doom era, which made it slightly obsolete even when new. Of course, the engine is almost hopelessly useless in this day and age, fifteen years later, except possibly by some indie developers who embrace the retro ethic (while I believe it uses a different raycasting engine, Terry Cavenaugh and Stephen Levelle's recent narrative game Judith would be a recent example).
But out of curiosity, I went online to see what ever had become of that little engine. How far did it go, and were there any notable examples of its use?
To my surprise, I found out that it is the great-great grandfather of 3D GameStudio. I doubt there's a single line of code in common between the 1993 original source and their latest A7 Engine (which, I should add, seems to be priced appropriately for indies, though I've never worked with it).
I doubt anybody but a code-monkey like me with a passion for game development would also find that interesting, but I thought it was an intriguing bit of history and look at the evolution of a game engine over the years.
Labels: programming
Tuesday, June 23, 2009
Manifesto Games Shuts Doors
Manifesto Games, which opened not quite four years ago as an alternative portal for non-casual indie games, announced today that they are shutting down operations.
Play This Thing: Shuttering Manifesto
Bummer. Greg Costikyan cites a number of reasons why Manifesto never achieved critical mass, including a reluctance to participate on the part of some developers; failed marketing, failure to get sufficient investment capital, and of course the recession.
He notes that things are looking brighter for indies now than they did when they started, especially with inroads in the consoles, but also cautions: "In short, if a viable business ecosystem for independent games is to be established, it needs to be established on the basis of open systems and open markets, not proprietary channels. And that, I think, is inevitable; the whole history of the Internet shows that open systems and open channels rule."
Farewell Manifesto!
Labels: Indie Evangelism
Mmm... Floor Pie!
So you are walking around in some ancient ruins. You stumble across an old treasure chest lying forgotten in one filthy, crumbling corner. You open it with trembling hands, and inside you see...
... a loaf of bread! And maybe a hunk of meat!
MMMM! Yeah, raise your hand if you wanna eat that!
Okay, so now I'm specifically making fun of the Aveyond games - well, even more particularly, Aveyond: Lord of Twilight, since I've been playing that one this weekend. And I started making jokes about it to my wife, who was in the room as I played. I'd say things like, "Yum! I just found a hunk of meat sitting in some old box in the middle of a dark and dangerous forest! I think I'm gonna eat it!"
I don't know that it's any sillier than Persona 3 with treasure chests in an alternate dimension that contain Japanese Yen, let alone bathing suits with high armor value.
It's just one of those weird little quirks that we RPG fans - particularly CRPG fans - put up with. We do it because its a beneficial bit of meta-gaming. Why is there a treasure chest in some dead-end corner of the deadlands in some Final Fantasy game? Because the designers want to reward us for exploring, and want to cushion the blow of having taken the wrong turn in their maze.
It's kinda like how my daughters pretended to believe in Santa Clause for an extra couple of years. They were afraid that if they expressed their newfound skepticism, the presents would cease. I don't really question finding food - which provides much-needed healing - in the middle of ancient ruins. The designer-gods took mercy on me, and I really need the hitpoints after those last couple of fights, so... it's all good.
So I eat the micro-feasts; I drink down those potions that are conveniently labeled "health potions" or "mana potions" without looking at their expiration date or fear of mislabeling; and I don't question why the bad guy had the wand of fireballs sitting in his bedroom wardrobe instead of using it against me in the battle where we soundly defeated him. And we don't question where those gold pieces come from when a monster with no clothing or containers dies.
Well, not much, anyway. But I'll shut up now, before the designers take my treasure away.
Labels: Roleplaying Games
Monday, June 22, 2009
Aveyond - Lord of Twilight
Amaranth Games recently released Aveyond: Lord of Twilight. I got to spend some time with it this weekend (and put it up on the Rampant Games Store). While there are many enjoyable RPGs that are build on the RPGMaker engine, the Aveyond series consistently demonstrates a higher level of polish, attention to detail, and masterful storytelling. The latest game - at least so far as I've played it, several hours in - continues the trend.
The game opens on a dark scene from two hundred years in the past - a prophecy seemingly foiled. It is pretty obvious that the self-sacrificing hero has neglected a pretty crucial little possibility. and at the last moment his wife opts to not clue him in.Then we flash forward to Mel, an orphan living on the streets of Harburg who has enjoyed a pretty successful career of thievery in her young age. Mysterious cloaked characters have sought her out, specifically, for a heist at a ruined tower - the same tower that appeared in the introduction.
Yeah. What's the chance of this little job snowballing out of control?
Soon, the game alternates between Mel's story and that of the vampire Te'ijal - a not-so-nice vampire who nonetheless finds herself protecting Mel to thwart the machinations of her brother. Amusingly, the two "parties" share the same items and bank account in spite of being separated by geography and not being entirely synchronized in time.
While I've always been thrilled by the solid storytelling and polish of the Aveyond series, this latest title shows some definite improvement and refinement over even Aveyond 2: Ean's Quest, which I previously considered the high-water mark for games using the RPG Maker engine. Amanda Fitch and Amaranth Games are doing some interesting things with this one.
Aveyond: Lord of Twilight is the first of the "Orbs of Magic" series taking place in the Aveyond universe. These games are a bit smaller than the previous Aveyond installments, and are selling for half-price. This and the upcoming Aveyond: Gates of Night will make up what could be considered "Aveyond 3." I have my suspicions as to why Amaranth Games did that, but aside from some curiousity as to how the transitions will work between the two chapters, I don't have a problem with it. Lord of Twilight doesn't seem to be skimping in the hours-of-play department, so I hope I will be able to finish it before the next release.As usual, the game provides you with an hour of free play to check it out before deciding whether or not it is your kind of game. The time flew by for me, but your mileage may vary. The download is 61 megs - but well worth your time to give it a try!
Download Aveyond: Lord of Twilight at Rampant Games
Labels: Game Announcements, Roleplaying Games
Friday, June 19, 2009
Indie Game Prices - The Streets Run Red
Jeff Vogel once again weighs in on the price wars that are pretty much killing the casual game developers (which includes a lot of indies):
Indie Games: Still Too Cheap, and Getting Cheaper
There's a key term he uses there which I have to agree with: "Unsustainable."
I mean, it's a pretty good deal for the portals (including consoles and iPhone). While they do have SOME costs associated with adding a new game to the library, for the most part the developer is shouldering the burden of cost, and the portal is getting it for somethig close to free. So their profit is completely independent of the content. For the big game portals, now, it's even more extreme. They don't have to convince users to even buy the games - they just gotta sign them up for a subscription, and sit back and rake in that nice, regular revenue stream.
The price-fixing screws the hell outta developers, though. Even the formerly super-successful ones. It's actually a pretty old story. The middlemen take home the cash, while the producers take home their personal belongings after clearing out their desk.
It would be another story if the developers were actually seeing at least 3x the sales for taking home 1/3rd of returns. Maybe that's happening amongst the very best-selling games, but the grumbling I'm hearing from the rank-and-file indicate that's not even close to what's happening. After a brief surge in sales with the price drop, their volume is returning to not much above the previous levels.
Ultimately, the one-size-fits-all "lunch-money" price point is unsustainable for the broader indie market. Or, put another way - there is only a limited class of games which can be made to work at those prices. If you are forced to sell a game for the price of a ringtone, then you need to be able to make a game for the same cost as making a profitable ringtone.
Good luck with that.
I think what we're seeing on the casual-portal side, at least, is a consolidation of an industry that has expanded much faster than demand can sustain. This happens in every new industry. Once upon a time, we had a dozen American automobile companies, too. But eventually, the streets have to run red, and the armies of suppliers have to duke it out until only a few are left standing. The others must die out or be absorbed.
And then, once the dust clears, things stabilize. The market re-calibrates and finds some kind of equilibrium. And yeah, prices rise, now that the supply of competing producers is no longer near-infinite.
In the meantime, since it is largely a battle between the big portals, some indies are just avoiding the fight and hoping to avoid getting caught in the crossfire. Others are making necessary adjustments to survive (like Amaranth Games, breaking their "casual" RPGs into smaller, bite-sized episodes that can be sold seperately by the portals). Unfortunately, a lot of developers - like Gamelab, which was heavily dependent on the portals - are going to disappear.
Labels: Biz, casual games
Recklessly Disregarding Gravity
AaaAaaAaaa - A Reckless Disregard for Gravity (and I know I didn't use the right number of 'A's there, nor do I care) is an upcoming title from Dejobaan games. There's a pre-release available now with a few demo levels.Get This Game.
It is one of the coolest, weirdest, most innovative yet FUN indie titles I've seen this year. Full of attitude and goofiness and really colorful 3D graphics. It's a game about - umm... jumping. Or falling. For miles. Through cities in the sky. And flipping off protesters on your way down - my favorite part.
And trying not to die.
While it may be a few months out yet from final release, if you order now you get $10 off the eventual full price of $25, plus they'll send you a 30-level version to tide you over in the meantime.
Labels: Game Announcements, Indie Evangelism
Thursday, June 18, 2009
Classic Games versus Indie Games?
A couple of weeks ago, I finally succumbed to the siren's call of GOG.COM (Good Old Games) and purchased some older RPGs - Gothic 1 and 2, and Arx Fatalis. Last weekend, I also found myself buying Phantasy Star II - an RPG originally released for the Sega Genesis - on XBLA.Not that I really have time to PLAY these games in a serious, committed way. But I LOVE this growing trend of classic games getting re-released as downloads (or as remakes, though it makes me feel old). It's re-introducing games to gamers who might have missed them the first time around - whether due to age or attention. It's forcing publishers to re-evaluate their history and wealth of great properties ... an important thing when I'll betcha most of the suits making these decisions weren't there when these games were hot and might only be barely aware they exist.
I barely noticed Arx Fatalis when it was originally released. Its user interface is the sort of thing nightmares are made of (except for spellcasting, which is way cool), and its obviously nowhere near as pretty as Oblivion or Fallout 3. But so far, when I can look past all that, "she's got it where it counts, kid." I mean, for $6, it's a steal. Big-time. I pay more than that for lunch at Apollo Burger. Incidentally, thanks to you folks here and on the forums who clued me into this one.
But when I put on my businessman hat (it never fits very well, but I try and wear it from time to time), I get a little bit alarmed as an indie game business.
Here's why: One of the secrets of the console game market's success - the console makers wipe the slate clean whenever the market gets too crowded with games. That way the newer games don't have to compete so much with a large back-catalog of titles (many of which are now available used or at reduced prices).
The PC doesn't have that, and instead game-makers relied on the nature of the platform and kept our minimum specs creeping up year after year. And the fact that that in a brick-and-mortar world, those older titles don't usually stay on the shelf very long to crowd out your brand new game. But now, part of the challenge PC game publishers are facing now is that the ol' dog is having trouble keeping up now. We're hitting the law of diminishing returns on technology. Besides the fact that it is costing more and more to keep pushing that bar of visual quality higher, the kinds of gamers that at one time would annually drop a hundreds or thousands of dollars to maintain the ultimate gamer machine have defected to the console camp.
And then you have the indies. Like me. Particularly, those indies who are delving into familiar categories. The restoration of these classic games to the market means indie games have to jockey with some heavy-hitting old warhorses for position along the long tail. And it's only going to get longer. And the indies won't have the price advantage against these titles for which any residual profits are pure gravy.
But this means Frayed Knights is going to be going head-to-head against Gothic 2 Gold and Arx Fatalis. And do I really want a player to choose between my game or Fallout? Especially when Fallout costs less? Holy crap!
I guess I'm just gonna have to hope that people have already played Fallout. And ... *gasp* ... I'm gonna have to make sure that my game is something that's not just a clone of an older game.
Okay. So we indie RPG developers and adventure game developers may be facing a bit more competition since some of the artificial pruning of the marketplace may be getting undone. But really, I see this as a positive. A really big, wet, sloppy kiss positive. Here's why:
Do you think that Telltale Games is worried at all that LucasArts is going to be releasing a "remastered" version of The Secret of Monkey Island at approximately the same time they are releasing their new Tales of Monkey Island episodes? Of course not. If anything, the games are going to help sell each other.
Ditto for these older titles and the new indie games that they may have inspired. I think anything that grows interest in the kinds of games I want to make is a Good Thing.
So bring 'em on!
