Today I wanted to address another infrequent question I'm getting about the pre-order offer. The DVD (which is only available for one more day, incidentally) contains all the previous Blackwell games burned onto the disc, and buying it gives you immediate access to Blackwell Convergence, the third game in the series.
I've gotten a few emails from customers asking why I didn't give them access to Blackwell Legacy instead, since it is the first game in the series. It technically makes the most sense, but in practice... not so much. When a company gives a product away for free, it's not just to be nice (well, maybe a bit nice). The free product is being used - primarily - as a promotional tool. So why not lead with your best product? Telltale did this with Sam and Max a few years ago. The fourth game in the series - Abe Lincoln Must Die! - is now freeware, and it is widely considered by fans and critics alike as the best of the season. This is no coincidence.
Blackwell Legacy is a solid game, but it was also my first game, and I've improved my skills significantly since it was released five years ago. Convergence is a much better showcase for the series, so it made more sense to give the customers immediate access to it. Had I given them Legacy instead (or given them all three, in which case they would play Legacy first), I ran the risk of them not seeing me at my best.
Maybe this was the right decision, maybe it wasn't. Some of you might feel slighted. Heck, you bought the DVD which contains the games, so why can't you play them now? To you I say: I understand. So, here's what I'll do. If you bought the DVD and don't want to wait for it to arrive before playing the first three games, I will give you a voucher so you can nab the downloads free of charge. Email me your DVD order receipt and I'll hook you up.
-Dave
Tuesday, October 11, 2011
Monday, October 3, 2011
CD or not CD
One of our pre-order deals involves a DVD version of Blackwell Deception that you can nab for a limited amount of time. This "limited time" thing has led to a lot of you asking the same question: Why, dear Dave, did you decide to do it this way? And didn't you used to sell the hard copies as a regular part of your store?
You'd be right. When I started Wadjet Eye, there was a small but eager demand for CD copies, and it seemed self-defeating to not supply that demand. There weren't enough orders for me to use a CD duplication service, so I constructed and shipped all the hard copies myself.
It was a pretty good system. I only got a few of those orders a week, so I could easily keep up with them. The customers got something they wanted, and I got a bit of extra cash. Sometimes I would even sign the CD if the customer asked for it. It worked well, but... not for long.
Time went on and things got busier, and I began to dread getting those CD orders. Even though I only got a few of them a week, I found myself with less and less time to deal with them. Sometimes I would be so busy and harried that I'd almost resent having to fill a CD order. I'd rush through the process, copying a file incorrectly or smudging the ink into something ugly, forcing me to start over and get even more frustrated. I knew it couldn't last, and round about the time I was working on Emerald City Confidential and Blackwell Convergence at the same time, I bit the bullet and discontinued the CDs altogether.
I hated to do it, but I also had to face a hard truth. In the year they were available, I sold only 30 CD copies of each game. With so little demand, and as time-consuming as they were, the choice was obvious. I had to stop selling them.
But as a gamer from forever ago, I remember the sheer joy of holding a physical game in your hands. One that was actually in a box, with a proper manual (that you actually were expected to read). I hated that hard copies of my games didn't exist anymore. So I decided to try another tactic. If there wasn't a high enough demand for them, why not try and create a demand?
And lo, the "limited edition pre-order CD" offer was forged. You couldn't just buy the CD whenever you gosh darned pleased. No sir. You had to buy it NOW. Or else it was GONE. FOREVER. And it worked. The CD of Gemini Rue became a hot item. We had to hire a duplication service to handle it all. Our little apartment began to fill up substantially with all the packages we assembled.
It worked so well before, that we are doing it again. We are even going all out and throwing more stuff into the package to make it a more attractive deal. So much that we had to upgrade to a DVD instead of a CD to accommodate it all. But I'll shut up about it before this turns into a sales pitch (but you should totally buy it anyway).
Anyway, that's why I do it this way. It seems to work for us, at least for now.
-Dave
You'd be right. When I started Wadjet Eye, there was a small but eager demand for CD copies, and it seemed self-defeating to not supply that demand. There weren't enough orders for me to use a CD duplication service, so I constructed and shipped all the hard copies myself.
It was a pretty good system. I only got a few of those orders a week, so I could easily keep up with them. The customers got something they wanted, and I got a bit of extra cash. Sometimes I would even sign the CD if the customer asked for it. It worked well, but... not for long.
Time went on and things got busier, and I began to dread getting those CD orders. Even though I only got a few of them a week, I found myself with less and less time to deal with them. Sometimes I would be so busy and harried that I'd almost resent having to fill a CD order. I'd rush through the process, copying a file incorrectly or smudging the ink into something ugly, forcing me to start over and get even more frustrated. I knew it couldn't last, and round about the time I was working on Emerald City Confidential and Blackwell Convergence at the same time, I bit the bullet and discontinued the CDs altogether.
I hated to do it, but I also had to face a hard truth. In the year they were available, I sold only 30 CD copies of each game. With so little demand, and as time-consuming as they were, the choice was obvious. I had to stop selling them.
But as a gamer from forever ago, I remember the sheer joy of holding a physical game in your hands. One that was actually in a box, with a proper manual (that you actually were expected to read). I hated that hard copies of my games didn't exist anymore. So I decided to try another tactic. If there wasn't a high enough demand for them, why not try and create a demand?
And lo, the "limited edition pre-order CD" offer was forged. You couldn't just buy the CD whenever you gosh darned pleased. No sir. You had to buy it NOW. Or else it was GONE. FOREVER. And it worked. The CD of Gemini Rue became a hot item. We had to hire a duplication service to handle it all. Our little apartment began to fill up substantially with all the packages we assembled.
If you ordered a CD of Gemini Rue, your copy is in this pile somewhere.
It worked so well before, that we are doing it again. We are even going all out and throwing more stuff into the package to make it a more attractive deal. So much that we had to upgrade to a DVD instead of a CD to accommodate it all. But I'll shut up about it before this turns into a sales pitch (but you should totally buy it anyway).
Anyway, that's why I do it this way. It seems to work for us, at least for now.
-Dave
Wednesday, September 14, 2011
Blackwell Deception: Official announcement!
Wadjet Eye Games’ Haunting Mystery Series Continues October 12 with Blackwell Deception
Free demo and limited-time preorder deal at www.rosablackwell.com
NEW YORK – September 14, 2011 – Wadjet Eye Games, an independent developer and publisher of retro-styled games, is officially unveiling the long-awaited fourth installment of its celebrated Blackwell adventure series. Blackwell Deception will release for PC on October 12 from http://www.rosablackwell.com. A free demo is available today to give eager fans a taste of the haunting mystery that awaits.
Starring reluctant spirit medium Rosa Blackwell and her ghostly partner Joey Mallone, the Blackwell games are supernatural adventures in the style of the “golden age” point-and-click adventures of Sierra and LucasArts. Working together, Rosa and Joey investigate suspicious deaths and help restless spirits cross over into the afterlife. The series features retro 2D graphics, compelling interactive storytelling, and unique puzzle-solving scenarios that require switching between the mortal Rosa and otherworldly Joey to make the best use of each character’s unique abilities.
In Blackwell Deception, an unexpected tragedy leads Rosa and Joey to a shady ring of street psychics who are preying on the gullible and milking them dry. When people begin dying, only a genuine psychic (and her wayward spirit guide) can help the victims’ confused spirits find peace. From a seedy downtown nightclub to a penthouse apartment to a luxury yacht on the Hudson River, Rosa and Joey will traverse the New York City streets to unearth the truth about this underground world—including some secrets Joey would prefer to keep buried.
Starting October 12, Blackwell Deception will be available as a PC download for $14.99. For customers who preorder the game between now and launch day, Wadjet Eye is extending two limited-time special offers:
- Downloadable preorder offer: For $14.99, preorder customers get convenient download access to Blackwell Deception on launch day, as well as a free downloadable copy of the series’ acclaimed third installment, Blackwell Convergence, to enjoy right away.
- Limited edition DVD preorder offer: For $24.99, preorder customers can reserve a limited edition DVD that includes all four Blackwell games, an exclusive MP3 soundtrack, animated Blackwell shorts, and other bonus materials. These customers also get a free downloadable copy of Blackwell Convergence to play now and convenient download access to Blackwell Deception on launch day. Limited edition DVDs are expected to ship in late October and free worldwide shipping is included in the price.
To view the Blackwell Deception screenshots and trailer, download the free demo, or place a preorder, visit the official website at http://www.rosablackwell.com.
About Wadjet Eye Games
Founded in 2006, Wadjet Eye Games has developed a reputation for producing award winning and critically acclaimed adventure games for the PC. Committed to creating unique character-driven game experiences around recognizable brands, Wadjet Eye has recently expanded to support and publish games by other independent developers. The company’s award-winning portfolio includes The Shivah and the Blackwell series, both of which have garnered Game Developers Choice nominations, Puzzle Bots, which was selected for the Penny Arcade Expo’s PAX 10 showcase, and IGF Student Showcase winner Gemini Rue. For more information, visit http://www.wadjeteyegames.com.
Contact
Wadjet Eye Games Public Relations
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announcement,
Blackwell Deception,
press release
Friday, August 26, 2011
Emerald City Commentary (part 5)
Hola! Another day another episode:
Most everything in this episode I've covered in some way or another on this blog, mostly how the VO got processed a little too much. I also address another concern that a lot of reviewers had - the lack of save slots! I did try and lobby for them, but I was successfully convinced that they would be "too confusing" for the casual audience.
In retrospect, I still wonder about this. Would they have been as daunting as the market research led everyone to believe? It's hard to say. When you think about it, not many games use multiple save slots anymore. It's just gaming dinosaurs like me who enjoy the security of having them.
-Dave
Most everything in this episode I've covered in some way or another on this blog, mostly how the VO got processed a little too much. I also address another concern that a lot of reviewers had - the lack of save slots! I did try and lobby for them, but I was successfully convinced that they would be "too confusing" for the casual audience.
In retrospect, I still wonder about this. Would they have been as daunting as the market research led everyone to believe? It's hard to say. When you think about it, not many games use multiple save slots anymore. It's just gaming dinosaurs like me who enjoy the security of having them.
-Dave
Thursday, August 25, 2011
Tuesday, August 23, 2011
Emerald City Commentary (part 3)
What a great excuse to update my blog every day. Here is part three:
A bit of a followup. As you can see from the thumbnail, one of the characters looks like a certain former Alaskan politician that I'm sure you all are aware of. It was a total coincidence. The character had been designed six months before Sarah Palin came on the scene.
In August of 2008, I was visiting my parents in Virginia. Since I had a deadline and I'm a stupid nerd, I brought my laptop along to get some work done. They were watching the television when John McCain's running mate was announced. I brought up Glinda's image in the game, turned my laptop so my parents could see, and said "Check it out. The game has political commentary now."
I'm also still quite proud that the whole Betsy Bobbins thing didn't get nixed. Perhaps I was too subtle.
-Dave
A bit of a followup. As you can see from the thumbnail, one of the characters looks like a certain former Alaskan politician that I'm sure you all are aware of. It was a total coincidence. The character had been designed six months before Sarah Palin came on the scene.
In August of 2008, I was visiting my parents in Virginia. Since I had a deadline and I'm a stupid nerd, I brought my laptop along to get some work done. They were watching the television when John McCain's running mate was announced. I brought up Glinda's image in the game, turned my laptop so my parents could see, and said "Check it out. The game has political commentary now."
I'm also still quite proud that the whole Betsy Bobbins thing didn't get nixed. Perhaps I was too subtle.
-Dave
Saturday, August 20, 2011
Let's Play My Own Game: Part 2
I've gotten some nice feedback from various sources, so I've decided to make this a daily thing! I'll be posting these LPMYG vids until I finish the game. And I think I'm going to call this "Emerald City Commentary" from now on.
A bit of a followup. I have NO IDEA how the whole missing textbox thing happened. Every version I played on my computer had the textbox, but somehow the game shipped without it. I vaguely remember PlayFirst QA telling me that a lot of the description text wasn't voiced, and I vaguely remember replying that PlayFirst had told me to do it that way. They didn't mention that the textbox was missing, but if they never saw it in the first place, maybe they never knew it was supposed to be there?
Oh well. It'll remain a mystery. It happened, and it's a bit too late to fix it now.
-Dave
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