Blackthorne
Infamous Quests
We all make mis-steps in making games. I often think that a lot of it is just luck - the lottery phenomenon. I mean, you have to have a decent game - even a good game. (There's still some shitty ones that squeak through and are somehow successful) and there's always a list of things you did wrong... having infrastructure and discipline is key to a good project. Good organization of duties and clear objectives are a must. You also HAVE to be solid on your design - I think Hero-U was a bit too amorphous and allowed to change too much. Also, honestly, I think the $35 price point hurt them WAY above almost all other considerations. They really screwed the pooch with that move.... out the gate, if it sold for $19.99 with an opening sale of $14.99 they probably would have sold more copies especially with the "new game buzz". Now they're trying to play catch up, and I don't mean to sound overly cynical, but they will NEVER catch up. It'll chug along for a couple years, with a steady tail and more players... but never a big glut.
I look back on my own adventures and I never wanted to be like ridiculously successful, I just wanted to be able to make enough to make more games. That was always my goal - be able to make more games. I'll never be able to make a game with the size and scope of Quest for Infamy, but now I keep it smaller and it's now my hobby, not my job. I'm happy in that.
I look back on my own adventures and I never wanted to be like ridiculously successful, I just wanted to be able to make enough to make more games. That was always my goal - be able to make more games. I'll never be able to make a game with the size and scope of Quest for Infamy, but now I keep it smaller and it's now my hobby, not my job. I'm happy in that.