Blaine
Cis-Het Oppressor
(anybody want to discuss the over-purchasing and investing of farm equipment by American farmers in between 1900-1919??).
I do, but probably not with the people who developed that game.
(anybody want to discuss the over-purchasing and investing of farm equipment by American farmers in between 1900-1919??).
(anybody want to discuss the over-purchasing and investing of farm equipment by American farmers in between 1900-1919??).
I do, but probably not with the people who developed that game.
I've played all of his free stuff, but not Hadean Lands. I sort of lost my patience for IF around 2005 and haven't played much sense. He's a genius implementer and two of his games have simply jaw-dropping twists:Have you played Andrew Plotkin's games? Hadean Lands in particular might be the best IF/puzzle/adventure game I've ever played.
Eh, I mean, "full-bore polarized" lets you "no true scotsman" every counterexample, but basically every great IF writer is extremely progressive, as are many Codex-beloved RPG designers (like Chris Avellone). That said, with the population of bad narrative game makers, perhaps left-wing politics are over-represented (though, as I said, in IF that representation is close to 100% for good makers, too).being a full-bore polarized progressive doesn't entirely preclude the ability to write and design computer games, but it's usually a bad sign. Those who can pull it off are the exceptions that prove the rule.
I'm not surprised. Games are expensive to make, and that guy made a big fuss about paying people "real" amounts, like hiring SAG-AFTRA voice actors. For Fallen Gods, I pay people outrageously low sums, and I'm certainly in the four figure range. I don't think it'll hit six figures, but who knows?I'm surprised it cost so much or had that many people working on it.
Eh, I mean, "full-bore polarized" lets you "no true scotsman" every counterexample, but basically every great IF writer is extremely progressive, as are many Codex-beloved RPG designers (like Chris Avellone). That said, with the population of bad narrative game makers, perhaps left-wing politics are over-represented (though, as I said, in IF that representation is close to 100% for good makers, too).
I'm not surprised. Games are expensive to make, and that guy made a big fuss about paying people "real" amounts, like hiring SAG-AFTRA voice actors. For Fallen Gods, I pay people outrageously low sums, and I'm certainly in the four figure range. I don't think it'll hit six figures, but who knows?
The impression that games are really cheap to make is driven in considerable part by games that are developed essentially for free because the developers are all working part-time for back-end compensation. This doubly masks development costs, since such developers may not care about money (and thus collect less) and in any event are deferring their compensation in a way that is harder to calculate.
"It should be possible to make a fully voiced, professionally written, custom-engined, animated vidya with 2D and 3D animations for much less than $140k" is what seems like a not persuasive argument to me, to be honest, it's just an assertion that isn't borne out except in work-for-free projects or outsource-to-Ukraine projects. Even glancing at the game, it's clear that its engine is more complex than FG's, its art would be costlier (there's more of it, for instance), and the voice actors are union members and Sting (?!). It's a slickly made game, and he also hired a bunch of professional writers to write for it. It apparently has >200 stories, which each have multiple variants. I have no idea how it plays, I can't be bothered to try to figure it out, but it's really, really easy to see how quickly those costs would add up.I don't think that's a solid argument here, though. It's a story-book game with short stories (with short text) and a barebones interface/system to go from story to story. Just seems like mismanagement to me.
I don't think that's a solid argument here, though. It's a story-book game with short stories (with short text) and a barebones interface/system to go from story to story. Just seems like mismanagement to me.
Don't get me wrong. I bet a master project manager could've made that game for less than $140k. But not for $10k.
It’s a brand-new genre, experimental in nature, and heavily dependent on content — most of which I can’t create myself. That means it was expensive to make and to test, and at the best of times sales would be limited to people who were on board not just for narrative games, but for experiments in narrative games
The biggest complaint from reviewers after the game launched had to do with the pacing, particularly in the later parts of the game. The reason for this is simple: we didn’t play it much. While we had a full QA team, they were focused on finding functional problems. When all the systems were in place, it was very late in development, and playing through the game took 10–20 hours. If you make a 10–20 hour game, guess how long it takes to playtest? And so I only managed to do a few full playthroughs of the game near launch. I didn’t make time to send the game to friends and colleagues, either — it was changing so rapidly and I had so very much to do.
On that note, I wanted to give everyone a peek into our plans for the future of the game: this week we are going to be releasing a patch with new features to assist in learning how to play and cover many of the topics that were missing or not covered deeply enough in our original tutorials. Next week, we plan on a patch to fix some of the content distribution through the game, and make late-game exploration more rewarding. And then in May, we’ll be releasing new content — a whole bunch of new vignettes and the stories that result!
This is a different kind of mismanagement than "the exact same game could be made for much less than $140k."Mismanagement seems to be a very kind way of putting it.
It's not about the players recognizing his voice, it's about getting visibility for the project.Sting
But, obviously, there are some kinds of games that depend on their presentation to work. And the genre he's working in is one of those.I struggle to believe that this only became obvious to him after the game was released. In any kind of publishing, step one is know your audience. With that in mind, investing $140,000 of cash and $360,000 of foregone wages comes across as a pretty questionable decision. It's as though he believed that with good enough art, voice acting and writing he could will an audience into existence out of whole cloth. Sure, if the game had sold he'd look like a genius, but who was going to buy it?
Yeah, it would have been a very different game with a shoestring budget. But if WTWTLW didn't have gorgeous art, great voice acting and a good soundtrack, would it have been worth making in the first place?
I have some sympathy for him because what he's talking about is a problem with Fallen Gods, too. Maybe FG will fail for the same reason. But it doesn't have a gameplay loop that can be meaningfully tested without content. The content takes forever to produce, and because it's procedural to boot, you have to have a large percentage of the content prepared in order meaningfully test it.The biggest complaint from reviewers after the game launched had to do with the pacing, particularly in the later parts of the game. The reason for this is simple: we didn’t play it much. While we had a full QA team, they were focused on finding functional problems. When all the systems were in place, it was very late in development, and playing through the game took 10–20 hours. If you make a 10–20 hour game, guess how long it takes to playtest? And so I only managed to do a few full playthroughs of the game near launch. I didn’t make time to send the game to friends and colleagues, either — it was changing so rapidly and I had so very much to do.
Jesus! When you spend three years making something that's a real labor of love, not showing it to your friends is a major red flag. I don't begrudge the guy his faux-surprise; the postmortem is probably selling more copies than that Washington Post review.
I know you meant it ironically, but I love it and I'm stealing it for future use :]western civilization defense squad
Why, indeed? Surely such a thing has never happened in this golden age of candor and integrity.So the intelligentsia saw some very promising footage, probably the very best stuff, and wrote glowing stories about the game. But when reviewers actually played it, there was a sense that this was not the game they were promised. Why would they then give it super positive reviews?
Primordia came out in a different era (my understanding is that something like six times as many games came out this year on Steam as came out when Primordia did) and got quite a bit of exposure, though many negative press reviews. Don't get me wrong, quality matters too, and it should, but exposure is a big deal too.Generating buzz may be important but in the end you still need to generate a quality product. This should not come as a surprise to you of all people. Didn’t Primordia do okay despite the lack of buzz? I think perhaps this calls for less cynicism about exposure. Quality matters. This should be heartening.
This form of analysis is both right and wrong.And not to be pedantic, but three years of unpaid labor carries an enormous opportunity cost. 360k may be a bogus figure, but the guy’s labor is worth something.
Why, indeed? Surely such a thing has never happened in this golden age of candor and integrity.
The odd thing, anyway, is that the reviews aren't universally bad. If you go on Metacritic, it has glowing reviews from sites that I actually consider more oriented toward gameplay. Thus, it's all the more surprising to see mixed reviews from, say, Polygon and RPS.
Applying that lesson here, how can a smart dude who has racked up almost 1,000 lengthy, persuasive, careful, thoughtful Codex posts in less than a year credibly argue (via a such a post) to a bozo with almost 3,500 longer and dumber Codex posts that we have to put a half-million dollar value on this guy's "opportunity cost" for the time he spent making his game? It's one thing if he spent four years working in a salt mine or something, but this was a passion project.
If Fallen Gods sold 5,000 copies but was described as the future of story-telling by the Washington Post, I would be delighted. I'd be even more delighted if a million people played it, and the Washington Post didn't say a thing about it. It's easy to be the fox with the grapes, but the fact is that having your work heaped with accolades that non-gamers understand, not to mention being the belle of competitions around the world and being able to hang out with celebrities and stuff, is not sour; I'm sure it's very sweet.
Where does he say that? He says:real financial hardship
I am going to be OK, at least for the moment. I don’t own a house, so I didn’t mortgage it to ship this game (being a millennial pays off!). I’m only responsible for myself, and I didn’t spend the last of my savings ....
If only The Onion had written something about this.
¯\_(ツ)_/¯Instead, I decided to drastically lower my cost of living and move somewhere more affordable than San Francisco. I will try to continue doing independent game development in some form or another, but not depend on making much money from it.
I'm fairly certain that if you can afford to live in San Francisco for four years while spending $140k on a game and earning nothing, and still have comfortable savings and no debt when you're done, you're doing just fine financially. Let me put it this way: He spent $100,000 less, and about the same time, on WTWTLW compared to what he spent getting his college degree, and surely this was a much more valuable piece of experience for a game development career.