Saturday, November 2, 2013

Blackwell Unbought

So hi. You might have noticed that things have been a bit slow on the Wadjet Eye front. It's been a long time since I've blogged, so I figured I would break the silence by writing about an experience that makes me look like a total idiot.

The year of 2012 saw many things happen. We got Blackwell on Steam. We released three big games - two of which became huge sellers. We partnered up with GOG. We were very busy bees, and we had lots to talk about.

The year of 2013? Janet and I had a baby and moved four times. A big deal for us, certainly, but not exactly interesting for everyone else. Although as expected, it's slowed our production down quite a bit!


Meet Eve Anita Gilbert, Daddy's little work suppressor

We released an iOS port of Gemini Rue back in April, but aside from that we've been fairly silent on the game development front. If you follow us on Twitter you'll know that we've been working on Blackwell Epiphany, the fifth game in the Blackwell series. We're slowly crawling to the finish line, and it recently dawned on us that we had to start thinking about the launching process and all the PR that entails. But we've been so quiet lately. What to do?

I thought back to the year 2009, which was the last time things were very slow for us. We had spent a over a year working on Emerald City Confidential for a publisher, and we wanted to shake things up a bit and remind people we still existed while gearing up for our next internal release. The Jewish holiday of Yom Kippur was coming up, so we did a free promotion of The Shivah for a day. It was an older game that people had forgotten existed, so it seemed like a fair bet.

Sure enough, it worked. About five thousand people nabbed the game for free. Our mailing list expanded nicely, and people were talking about us again. So since it worked before, why not do it now?

My plan was simple: To give away Blackwell Deception for free on Halloween.
The goal: To get people talking about us again, and to promote the next game in the series which will release in early 2014.

What could go wrong? As it turned out, almost everything.

I won't go into all the details here, since at the time of this writing I have been interviewed about it several times and more people have discussed what happened better than I could. So click on one of those links if you want to know the full story. But in a VERY quick nutshell - I included a free Steam key with every free copy of the game. Those free keys got exploited by resellers, whose intent was to hoard as many keys as possible until after the sale was over and then sell them. Attempts to solve this problem proved fruitless, and in the end (after not sleeping and fighting with this problem for over 20 hours straight) I threw in the towel and cancelled the offer. When I woke up the next morning, I learned that a weakness in our system was discovered and the resellers had continued their work overnight. Over 30,000 keys were nabbed this way, and I had to get them all invalidated.
 
 Been awhile since I had an opportunity to use this image again.

I know a large part of this mess was due to our inexperience and naivete. There was a lot I didn't know and a lot I didn't anticipate (I didn't even know that Steam key resellers existed, for a start!), and it came around to bite us in the butt.  I've said before that an indie lives and dies by their reputation, and throughout this whole debacle I was so torn about what to do. At one point I removed the Steam keys from the offer, but the reaction was swift and brutal. People like having games in their Steam library, even if it's a free game. It's like if it's not in their library it doesn't count. I don't quite "get it" (I'm pushing 40, dontchaknow) but I get that this is the way things are these days. The logic seemed simple: people were mad about not getting Steam keys, so try and give them Steam keys. In most situations, the goodwill generated would outweigh any ill effects. Sadly, this was not one of those times.

What makes me saddest are the small percentage of keys that were taken completely innocently by gamers who found the link on a forum after I cancelled the offer. I felt really bad that they were going to lose their games, but there was nothing much I could do. If it was just limited to a few thousand people grabbing one code for themselves and themselves alone, I would have just let it go and chalked it up to experience. It was the people digging in with both elbows, nabbing codes by the bucketful, that forced me to disable them all. To use a trite phrase, a few bad apples had totally ruined the bunch. The most I could do was to ask Steam not to ban anybody or get them in trouble for this.

Ironically, I kind of achieved my goal. Several mainstream press sites have run with the story, and the outpouring of support and sympathy over what happened has been tremendous. We couldn't ask for better fans. So thank you, all!

(Some have accused me of doing this as a cute PR stunt. All I can muster in response is the old saying: I'm not that dumb, and I'm not that smart.)

So what's the moral of the story? I honestly have no idea. Be careful when giving away free stuff, I guess. I thought I had planned ahead, but boy was I unprepared. In the end, I suppose it was a net positive. I Learned A Valuable Lesson and got some much needed publicity. It might have cost me a night of sleep and a few more grey hairs, but all's well that ends well.

Friday, February 8, 2013

Snowed under

Since the American Northeast (and New York) is about to get attacked by Blizzard Nemo, I thought I would talk about a different form of getting snowed under. That is by emails and other business related things.

I always pride myself on a quick turnaround when it came to customer support. If I receive an email from a customer - be it a comment, question or scornful accusation - I would drop what I was doing and answer it. I like being approachable. I like making the customers happy. I love seeing someone post online about how quickly I respond. I called those moments "PR wins."

And heck - why not? That's what separates the indies from the soulless corporations. We like having direct contact with the people playing our games. A lot of the time, fans of indie games are fan of the developers as well as the games themselves. Having a good reputation and word-of-mouth is a big part of our business model. So being on top of all the emails and customer questions was very important.

A whole two years ago, back in the dark ages of 2011, I wrote about how there's no excuse to not be accessible and available to your customers. I stand by that now, but things have gotten a lot more complicated. 2011 was before Steam. It was before GoG. It was before we started publishing other games - most of which became pretty big sellers. We have many games out now (eleven!), and - thanks to Steam, GoG, and the efforts of our dedicated PR person - more people are playing them than ever. I obviously can't complain! But... more business means, well, more BUSINESS.

Over the last year, the sheer amount of "business" work I had to do skyrocketed.  Every morning, I would wake up and there would be several hundred emails in my inbox. Tech support questions, requests for Steam keys or download reactivations, bug reports, and so on. They would just keep coming.

It was easy for me to stay on top of this stuff back in 2011 when I got only a few of them a day, but now? I was going through at least a hundred emails in the morning. Emails I had to answer before I could even start my "proper" work of making a game.

Eventually, the inevitable happened. I fell behind. Sooooo behind. The number of unread emails in my inbox crept up and up and up. Every time I tried to make a dent in the pile, it would just grow. Over the last few months, I have sent more emails prefaced with "Sorry it's taken me so long to reply..." than I care to admit. Something had to be done about it.

So, I bit the bullet and hired someone to help. Miranda Gauvin - who is also one of my voice actors - has come on board as a "community manager" of sorts. Answering all the common questions that come our way. My inbox is significantly less busy these days, and she's freed me up considerably. Honestly, I should have done it a long time ago.

So if you were one of the folks who emailed me over the last year and never received a reply (or received a reply MUCH later than you expected), I can only apologize. Hopefully this should all change.

-Dave

Friday, February 1, 2013

Cafe people - The Power Gamer

*blows dust off blog*

Okay let's do this.

Once in a while, I go to the Starbucks in Astor Place. It's probably the closest cafe to where I live, but it is usually mobbed by 9am. There's rarely anywhere to sit, let alone anywhere near an outlet. I used to never go at all, because it used to cost $10 to access their wifi, but sometime ago they changed that when I wasn't looking. Their wifi is now free, so I try to get over there whenever I can get out early enough.

There's one gentleman who obviously has NO problem getting there early. Every day (or at least, every day that I'm there) I see him. A dude in a black leather coat hunched over a massive laptop - one of those souped-up alienware computers with the fancy insignia on it. The laptop sits on top of a big cooling stand. There's a keyboard attached, as well as a USB enabled XBOX style controller. He wears huge noise-cancelling headphones with blinking blue lights. His gear takes up the entire table.

And what's he doing on this computer? Playing MMOs. Every day. All day.

From a Starbucks.

I first saw him playing The Old Republic around the same time I was playing it last year. Then I saw him playing The Secret World. He is always playing the current Big MMO Of The Moment.

Whenever I tell this story, I get theories ranging from amusing (he's a pro gamer trying to make it big, but can't afford internet) to practical (he's a gaming journalist) to sad (he tells his family he's going to a job but comes to a Starbucks to play games instead). Who knows why he does it. He just does. Like most of the people I see every day in cafes, I don't engage. I just observe, come up with my own theories, and file them away to consider later when I'm designing characters. Who knows, you might see this guy in the next Blackwell game.

It would be oddly appropriate.

-Dave

Thursday, November 29, 2012

The publishing thing

So our latest game Primordia, has just hit the Gold Candidate stage. This means the game is pretty much done.  Sure there might be a minor bug or two, but they aren't worth potentially breaking the game over in order to fix.  So unless the testers find a bug that's absolutely critical (an unavoidable crash or freeze, for example), we're leaving it to slowly bake until launch day.  

Primordia marks our eleventh game, and the third game we launched this year alone. It is also the fifth game we are publishing, instead of developing or writing it ourselves.  It was developed by a group called Wormwood Studios, and it's a gorgeous piece of work. There's a free demo available right now, and you can pre-order it for 10% off.  You can also vote for it on Project Greenlight, if you'd like to see it on Steam (the Greenlight thing is a subject for another day entirely). 

Anyway, publishing. I suppose the "indie publishing other indies" model is a pretty rare thing. It worked out well with Gemini Rue, and so I sought out other games along the same lines. Games that had tons of potential but where the developers lacked the time, experience, or motivation to finish it and get it out the door. Or they just didn't want to deal with any of the marketing/sales stuff after it was done. Or for any variety of reasons. Either way, we got involved and it's been a whirlwind.

One interesting thing I've learned about publishing a game is that it takes just as much time, effort and concentration as a game I develop myself.  That might sound weird, but what I mean is that the effort and concentration comes from a different part of my brain. It's turned me into more of a business guy than a developer guy, which has left me very little to talk about on this blog (which is why it's been so empty lately - er, not that I'm making excuses or anything). Business talk is boring, and I wasn't knee-deep in the creative process enough to feel comfortable talking about the development process. It's also left me in the complete wrong mindset to focus on my own games, which is why the next Blackwell is taking much much longer than I would have liked.

Regardless, I feel very proud that we managed to get Puzzle Bots, Gemini Rue, Da New Guys, Resonance, and Primordia out into the game-o-sphere. They are all great games - games that we (meaning Wadjet Eye) couldn't have created on our own.  I've worked with some wonderful developers and learned so much from seeing how they all  work. We are  much more financially stable - having lots of new games allowed us to pace out our releases and spread out the risk, so if one game failed we wouldn't go down with it.  Before we were just squeaking by, but now we have actual savings and enough of a "long tail" that we don't have to worry about going bust anytime soon. 

But still. I miss designing. I miss sitting in a cafe with nothing but my notebook and a bagel. Getting into publishing was AMAZING, but for now I want to get back to doing the thing that got me into game development in the first place. 
Hello, left side of the brain. It's been awhile. Have some coffee. Let's talk.
 -Dave 

Wednesday, August 22, 2012

More fun with placeholder art!

So awhile ago I announced Primordia, the next game we are publishing. It's unique in that I am not directly involved with production, aside from project management and dealing with the voiceovers. It's got the biggest team we've ever had on a single game - with a dedicated writer, artist, composer, and programmer. So it's been an interesting experience.

Since my involvement is so minimal, it often leaves me with large chunks of time where I'm not doing anything. So what to do with this extra time? Work on the next Blackwell game, of course.

It's slow going, because I don't work well when I'm constantly shifting gears, but it's definitely taking shape. I am tentatively calling it "Blackwell Epiphany" and like Deception before it, it's becoming the largest Blackwell game yet. No art assets exist for the game yet, but I am making some good headway using a combination of sketched backgrounds, MSpaint, and sprites from the previous game (which I will be replacing).

So while I can't reveal any details, I CAN reveal these lovely programmer art scenes that I've programmed!



The red bits are graffiti. That's how you know it's EDGY.


Tactile puzzle!


Mashup of photo and MSpaint.


If only I could get away with making games that look like this. My productivity rate would skyrocket. In any case, it feels really good to see Joey and Rosa up on my screen again.

-Dave

Monday, July 23, 2012

Dude, where's my boxed edition?

I talked a few months ago about my "ocean marketing" moments. Moments where I did something wrong, or something just WENT wrong, or in general things didn't go as smoothly as I would have liked. One of those moments has come to pass again, and as a cautionary - albeit a bit embarrassing - tale I have decided to blog about it.

When Resonance first went on sale, I offered a digital version and a physical boxed version. I've done the physical version thing before, but that was usually just a CD in a snap case. The process in making those was always quite simple, as I always use a local duplication service (called Landshark CD, who always do a really great job).  All I needed to do was give them the art for the disc and case, as well as a memory stick with all of the files on it. Then they would create a proof for me to take a look at, and once I gave the green light they would take care of the rest. A week later, they'd call me to tell me the job was finished and I could come pick it up. They are a ten minute subway ride away, so it was a simple matter to zip over there and bring back all the packages by taxi.

However, this time around we wanted to do something different. A snapcase was all well and good, but we wanted to make an actual BOXED EDITION. A box which contained the disc and a poster, all professionally done with nice art and everything. The hype behind Resonance seemed to call out for it. If we were going to do a boxed version, now was the time.  So I went ahead and struck a deal with a manufacturer called Coral Graphics who specializes in this kind of thing. They were recommended by people I know at TellTale, so I knew they would do a good job.

But... what I did not take into consideration was how painstakingly slow the process of making these boxed editions would be.  Every piece of it has to go through an approval process, and Coral Graphics was located several states away. No longer could I just hop on the subway to take a look at the proof. It had to be mailed to me, and I would have to mail it back with my approval or rejection. If I didn't like it, they would redo it and send it back.

The disc alone took three weeks to get approved, since for some reason we weren't burning the data in the correct way. When I asked what the correct way was, we were told "We just duplicate the disc. We don't create it." While it would have been easy to get annoyed at them, the truth is they were used to dealing with much bigger companies than mine. Companies which usually have a whole department dealing with this kind of thing. In any case, a few tries later we got the data burning process right and the disc was approved. The poster was sent to us for approval, and it was much too dark. So that was sent back and we received another one, which was fine. That was another week lost. Then there's finding a warehouse to handle all the shipping, which is another logistical process that I had to learn about as I went.

The end result? It's been a month since the game was launched and the boxes are only JUST starting to be made. And if you ordered the box during the pre-order phase, you have been waiting almost two months for your box to arrive. For this, I can only say I'm sorry.

However, I promise - your boxes are coming. I have seen an early-production sample and it looks AWESOME. They just... are taking a lot longer to produce and ship than I thought they would.



An early production proof, propped up by coffee.

I have never done anything quite like this before. I should have done more research and determined how long this would actually take, and again - for that I can only apologize. Rest assured I will let you know as soon as the boxed editions are produced and ready to ship. And I will also be sure to start the process much earlier next time.

-Dave

Wednesday, June 20, 2012

Liftoff!


We launched Resonance yesterday, and with that launch came an interesting realization. This is the tenth game that we've released since we've been in business. Tenth!! We've released ten games. That's double digits, man. Crazy.

So Resonance, than. It's out and doing well. I don't do a lot of bragging on this site, but I'm happy to say that it has broken all previous sales records by, um, a lot. We're all pretty proud of it. I'm hardly unbiased, but folks in general are saying nice things about it so I think I'm justified in saying that the game is pretty darn good. It is the longest and most complex game we've ever worked on, for sure. Four player characters, a memory inventory system, and some truly devious puzzles which thank God I didn't have to program myself. Credit for that goes to my wife, who was coding away till 3am every night for the last several months.

So now that it's out I've been catching up on various things. I finally have the time to make some headway on the design for the next Blackwell game. The design stage is always the most nebulous part of the process, where I create and discard ideas like tissue paper. An idea I think is awesome one day just seems trite and stupid the next. I do have a core plot concept, and a framework to hang a game around. It just needs fleshing out. I'll be writing more about that soon.

We're also publishing another game in the Fall - a post apocalyptic cyberpunk adventure called Primordia which is looking pretty sweet. I've been pretty silent about that one because we were aiming all our PR guns at Resonance. But rest assured you'll be hearing more about Primordia before too long.

And... that's about it, I guess. Now that the game is out and crunch time is over, I suppose we have to relearn what having a life is like.

-Dave

Thursday, June 14, 2012

Tales from the cafe!

This post doesn't have much to do with anything. Just some weirdness that happened to me a few hours ago.

Today was such a gorgeous day that I went to Cafe Pick Me Up to do some design. I grabbed an outside table and an iced coffee and began scribbling away in a notebook. It's been awhile since I've been able to do the cafe thing, so it was nice to get back into it.

I was sitting there for maybe a half hour when one of the baristas came up to me and asked if I could move. "Some guys want to film here. Is that okay?" Eh, sure. This is New York, after all. There was another table nearby, so I moved my stuff over. He even gave me a free drink to apologize. Yes, I have mentioned that I love this place.

Anyway, the film looked to be some kind of interview segment. Three ladies sat at the table and began chatting with each other. The man with the camera told them to "just talk and pretend I'm not here." Pretty common enough, but then I noticed that one of the ladies was wearing a hot pink pants suit with matching blazer and - I kid you not - pointy elf ears.

Not long after, a middle-aged woman came up to me and asked if I could hold her dog's leash while she ran in to grab a coffee. She was wearing a multi-colored tie-dyed shirt with hair to match. I took the dog's leash and she came back within minutes. She instantly asked me, "Dude! Did you see the naked guy?" Naked guy? "Yeah! Yesterday, there was a naked guy hanging around here. Everyone was talking about it!"

"I haven't seen any naked guys." I told her, "but there's an elf girl being interviewed over at that table."

"Pff," she scoffed. "I get interviewed all the time."

And with that, she took her dog and left.

Tuesday, June 12, 2012

The Kickstarter thing

So this was a long time coming. I'm afraid this blog post will be all sorts of confusing and contradictory, but here goes.

For those who have tuned in late, Kickstarter is a crowdfunding service that enables struggling projects to get off the ground. Let's say you have a Great Idea for a product, but you lack the money to make it happen. You pop onto Kickstarter, write about your project and include a pitch video, name your funding goal, and then send the link to everyone you know. Anyone who likes your project can donate money in exchange for various rewards (like $25 for a t-shirt, $50 for concept sketches, or even $10,000 for a free dinner with you). If the project doesn't meet its funding goal, than the money is returned to the backers. If the project makes its goal, then the money is transferred to you and you (presumably) begin work on the project.

Various video games have been funded on Kickstarter for a few years now - even the developer of Resonance had a modest-but-successful campaign a few years back - but the mad rush didn't begin until a few months ago with Tim Schafer and his Double Fine adventure game. To make a long story short, the game received over a million dollars in funding the first day and became the bone fide Video Game Kickstarter Success story. This was big news. The fact that it was a point-and-click adventure game made it even bigger. Seemingly overnight, Tim Schafer proved that the old genre still had life in it. The fans were willing to put their money where their mouth was.

It wasn't long before others joined in. Al Lowe of Leisure Suit Larry fame started a Kickstarter campaign, as did Jane Jensen of Gabriel Knight. Tex Murphy is back, and the two guys from Space Quest. Now, four months after Tim Schafer's debut, so many games are being Kickstarted that sites like Rock Paper Shotgun had to start a weekly column to keep track of them.

And through it all, I have been kinda silent about it. I've been asked numerous times about what I think about the resurgence, and if I'll be doing a Kickstarter of my own. The truth is, I wasn't sure but I couldn't say why. So I hemmed and hawed and avoided the subject, but my feelings basically boil down to: "I think it's great, but count me out for now."

To expand on the first part, the fact that we're getting a new Jane Jensen game, a new Brian Fargo game, and a new Tex Murphy game blows my mind. These are all franchises that we all thought were dead, and nobody is more excited than me to see them coming back (and with such fantastic fan support behind them). As a pure consumer, I am full of nerd joy at these games existing. As a pure capitalist adventure game developer, I figure that anything that gets more people excited about playing adventure games can only be a good thing. So I'm all for it.

But... I can't help but worry that this is a bit of a gold rush. I got into the gamedev biz at the tail end of the Casual Game Gold Rush, and I got sucked into it. Then it died and was replaced by the Facebook Gold Rush. That didn't last long and then we got the Mobile Gold Rush. And let's not forget the Flash Gold Rush, which predated all of them. All these gold rushes made a lot of money for a lot of people, but it wasn't long before they died out and left those same developers in the lurch. Myself included, for awhile.

Now we've got the Kickstarter Gold Rush, which is a whole different animal. The developers aren't trying to sell you a game, they are trying to sell you the idea of a game. The amazing thing about the Tim Schafer project is that he never once told us what the game was about. Just saying he wanted to make one was enough to earn over two million dollars.  The Jane Jensen project, the Al Lowe project, and the Tex Murphy project all asked for and got about half-a-mil each. Smaller developers are now hopping on the bandwagon with lofty funding goals of $20,000 and above. And the bizarre thing is... it's working.

Addendum: It's working, for now. Kickstarter is all the rage. As were casual games. And facebook games. And mobile games.

I've written before that I'm a craven coward. I like being a self-sustaining business. I put my games together with spit-and-staples, but even so I am confident that they will sell enough to earn my living as well as fund the next game. It's a system that has worked for years. I like being able to pay my mortgage and eat food. Why rock the boat?

But even still... I see all this magical Kickstarter money and ohh boy, is it tempting. It's easy to fantasize about using the service to fund a fully HD game, and you know what? I could probably do it. Once. But what about the game after that? And the one after that? Will Kickstarter still be a viable option a year from now?

During the casual game gold rush, many game developers relied on Big Fish Games for 90% of their income. When that bubble burst, most of those developers went out of business. If I start relying on Kickstarter and that dies out, could the same happen to me?

We're already seeing a few cracks forming. The debacle between Leisure Suit Larry project and the Sam Suede project was appalling to watch, and noted game journalists like Jim Sterling have gone on record saying they will no longer respond to emails with the word "Kickstarter" in them. Kickstarter fatigue is obviously starting to set in. Will it get worse, or better? Think about how many times you read about games that go way over budget, or get cancelled, or never get finished. When some of these Kickstarter projects inevitably don't surface - or turn out to be not what players expected - what will happen? Will people lose faith in the system completely?

And that's just it. I have no idea. Maybe it will, maybe it won't. A few years ago I wrote that I wouldn't consider doing an iOS port of our games, and I've recently changed my mind (more on that later) so my opinion of this could change. But for now, I've got too many questions and not enough answers. All I know is that I've seen several Gold Rushes and I want to be sure that this one has long-term stability before I join the fray.

In the meantime, as a consumer I am very happy and excited for the games that sought funding and succeeded. Like that new Tex Murphy game. I really want to play that one. So get on that, guys.


-Dave

Too long; didn't read version: Kickstarter is awesome for consumers. A bit iffy for business owners seeking long-term stability. This opinion is subject to change pending future developments. Gimme Tex.

Saturday, May 26, 2012

More doodles while designing

So I've been away from the blogosphere for awhile. This is mostly because we've entered crunch mode on the aforementioned Resonance and time spent away from the computer is a rare and precious thing. I have stuff to write about, but in the meantime here are some more doodles from my design notebooks:






Promise to have a "real" blog post soon!

-Dave

Tuesday, February 21, 2012

Resonance announced! ... kinda

So if you follow me on Twitter or on Facebook or on the AGS forums you might have already heard the news. But if not, here's the skinny. Wadjet Eye Games is going to be publishing Resonance, a game by XII Games which has been in-the-works for almost four years.


From the developer's page:
A particle physicist’s mysterious and spectacular death sparks a race to find his hidden vault and claim his terrifying new discovery. The player will take control of four characters whose lives become entangled in the search for the scientist’s vault. They will have to learn to trust each other and work together to overcome the obstacles in their way and to keep this new and powerful technology out of the hands of a dangerous organization.

We've been involved for about eight months now. And by "we" I really mean my wife Janet. She took over as lead programmer and has been working on it full time, and it is nearly complete. We've also recently started recording the voiceovers, which have been truly stellar. New to our cast is Logan Cunningham - known as the "narrator from Bastion" - and he is joined by Wadjet regulars Sarah Elmaleh (Jamie from Blackwell Deception), Daryl Lathon (Theo from Puzzle Bots) and Edward Bauer (Jeremy from Blackwell Deception).

Since the cat was let out of the bag recently, we figured it was a good time to let you know what else we've been working on. And while we don't like to commit ourselves to a release date until we know for 100% sure when it will be finished, we are aiming for a May of 2012 release.

That's all on Resonance for now! More news will revealed as it develops.

-Dave

Friday, February 10, 2012

Dang it, Internet. Look what you made me do.


I am so sorry. Been a bit writer's blocked lately and this is the crap that I come up with.

Edit: It's a reference to THIS, incidentally.

Tuesday, January 10, 2012

Where I play The Old Republic

So in my last entry I described my attempts at buying this game and the brick walls I ran into just trying to download it.  Suffice to say, I finally managed to get it to work.  After a four hour installation, where it downloaded 25GBs worth of files and patches from the internet, I was ready to play.

Let me preface this by making two disclaimers.  First, I was a HUGE fan of the original Knights of the Old Republic (hereafter called Kotor), which is the main reason why I've been chomping at the bit to play this. The original Kotor is, in my opinion, one of the best RPGs ever made.  Wonderful design, wonderful characters, great moral-choice system, and a roundhouse kick of a twist that I never saw coming.  It's the first game I ever played that upon finishing it, I instantly began again with a new character.  It's the game that inspired me to get into game design.  It's the gold standard, as far as I'm concerned, of how to blend story and gameplay and has yet to be topped.
 
Oh, you.

Second disclaimer, I know nothing about MMOs aside from what I've gleaned from popular culture and watching The Guild.  I've heard terms like "aggro" and "flashpoints" and "instances" but have no idea what they really mean.  So I was going into this a total MMO newb, knowing nothing except that I liked the franchise.  So this "review" such as it is, is for people like me who don't care about MMOs but really want Kotor 3.

So let's dive in.  The first thing I do is create my character.  I do this very weird thing when creating characters these days.  Whenever a game lets me customize my avatar's features, I will often choose the female option and make her look as much like my wife as I can.  So here's my lovely Sith Inquisitor, Janet:

I am either the best husband ever or the worst.

(Sith Janet also joins the ranks of Janet Shepherd, Janet Hawke, Janet the Grey Warden, Janet the New Vegas Courier, and Janet the leader of the Third Row Saints.  I'm sure there's a psychological reason why I do this, but I'm not equipped to figure it out.  It doesn't bother my wife (she is actually flattered), so I keep doing it.)

Anyway, the Sith Inquisitor campaign starts on Korriban, which made me happy because Korriban was my favorite area of the original game.  Korriban is the birthplace of the Sith Empire, and the Sith have recaptured it after a bloody battle.  The Empire needs raw recruits, so they offer slaves the chance to earn their freedom by training at the new Sith Academy on Korriban. I, or rather my character avatar, am one of those former slaves.

Right away, things look good.  I walk out of my shuttle and into the academy, where I am greeting by my new instructor who is not impressed with me at all.  I am presented with several dialog options during this conversation, where I am given the usual opportunities for role playing.  I can bow my head and say "Yes master" and take the abuse, I can lash out at the instructor and threaten to kill him when his back is turned, or I can relish my new position to kill for the Empire.  It's all very Star Wars, and a nice way to introduce the game.  Either way, I am given my first task: to enter a tomb and speak to a hermit who has sequestered himself in there.  He's going to give me some kind of test.

So I wander off into the valley where the tombs are.  Let's see what kind of trouble I can get into...

Eat lightning!

K'lor'slugs.  Lots of them.  They fall quickly to my force lightening strikes and trainee lightsaber thing.  I make my way towards the tomb, slaughtering K'lor'slugs as I go, feeling pretty badass.  I realize I've gone the wrong way and turn around, only to come across my first difference between this and the original single-player game.

All the K'lor'slugs I killed have are now back again.  There's not even a dead sluggy body as a reminder of my victories.  I suppose I should have expected that (the other players need something to kill as well), but it's hard to retain that that sense of accomplishment when I clear an area of foes, only to have them pop back into existence again. But no matter.  Off into the tomb I go...

More K'lor'slugs, but bigger!

I'm beginning to see a pattern here.  Lots of small and easy enemies to kill to get you used to the mechanics, with the occasional bigger and slightly harder one to make you feel more powerful.  As I make my way into the tomb, I find a message on a datapad.  It says that there are looters in the tomb and to dispose of them as you see fit.

Hm.  In thinking about it, all the quests on Korriban involve going into tombs and looting what's inside.  What makes those looters any different from me?

LIGHTNING FROM MY FINGERTIPS! That's what.

So yeah.  I won't take you through the game step-by-step, but the rest of Korriban is pretty much like this.  Get a task from your instructor, which usually involves going into a tomb, and bring back some ancient artifact.  There's a bit of intrigue involving your instructor and his master, which is all wonderfully told.  All the lovely original Kotor conversation/character goodness is definitely present; the only problem is that you have to work so much harder to get there.  There's a lot more emphasis on combat, for good or ill.

The game really picked up when I got my first companion character. Much like the original Kotor, you can have companion characters that fight alongside you.  Not only that, you can have conversations with them and influence their approval of you by what you say or do. 

My companion character is a hulking creature named Khem Val. He was the proud servant of a Sith Lord who existed a thousand years ago.  I found him trapped in a tomb vault on Korriban, where he was waiting for his long-dead master to return to him.  In freeing him, he became bound to me and began to fight alongside me.  We made a good team, as he was a close-quarters fighter and I preferred blasting my enemies from a distance with lightning.  He's also completely insane - his approval of me goes up everytime I do something particularly evil or bloodthirsty.


Just a Sith Apprentice and her pet psycho

This was what I was looking for.  My favorite part of Bioware games (and the original Kotor especially) was having party members I could talk to. And Khem Val is a pretty interesting character.  He hasn't said much so far, but he does pipe in during conversations and offer to eat my enemies for me, which I definitely appreciate.

There is a side-effect of having a companion character, and one that I can't help but think is odd.  This is a multi-player game, so often you will see other guys running around and doing their thing.


Like this guy, Margol. On the same quest as me, I assume.

I've never been what you'd call a very social gamer, but it was an interesting experience seeing other players running around the landscape.  Sometimes I'd be throwing lightning on a higher-level monster and getting nowhere, only to see another player leap in and come to my rescue.  I'd often pay the favor forward - zapping away on a monster that another player is fighting.  I don't talk to the players and they don't talk to me, but it's kind of cool in an esoteric way.

But there's one REALLY weird side-effect of having other players around.  That companion character of mine, that ancient monster who slumbered in a tomb for a thousand years only to wake up and join forces with me... ain't so unique after all:


What? I didn't tell you about my 962 twin brothers?

You want to feel special and cool because you've got this awesome character to pal around with, but then you see dozens of other players are running around with identical clones of him. It's one of those MMO-isms, I guess, but it does ruin the immersion just a tad.

So that pretty sums up my three days of playing this game.  Is it Kotor 3? No. But is it fun? Yeah, I'd say so.  I'm enjoying playing it.  The ratio of combat to character interaction is higher than I'd like, but it's not ridiculously so.  There's a ton of content on offer, and lots of ways to play through the game.  When I get tired of the Sith path I will probably try the Jedi path, just to see what it's like.  So for what it's worth, consider it a recommendation from me.

-Dave

Thursday, January 5, 2012

Where I try to review The Old Republic

When I heard the news that Bioware was making my beloved Knights of the Old Republic RPG into an MMO, I was dubious but hopeful.  The trickle of press reports that reassured us that yes, yes, just as much effort was being put into the single player campaign as the MMO mechanics, and it would be just as satisfying.  And when the game came out, I read every review.  But each review hit me with disappointment, because they didn't tell me what I really wanted to know: What about us folks who don't care about MMOs, but just want Kotor 3?  I know diddly squat about MMOs, aside from maybe watching Felicia Day in The Guild.

So after a few weeks, I could take the suspense no longer. I decided to take one for the team, buy the game, and write that review myself.

Or rather, I tried to.  Here is a chronological list of my attempts to just download the game, let alone play it.  Honestly, you'd think this would be an easy thing for a company like EA to deal with.  If an idiot like me can do it, you guys can.

-----

2:10pm - Here we go. Biting the bullet and buying the game.  Happy belated holidays to me.

2:22pm
- Still waiting for email confirmation.

2:31pm - Got an email saying my EA Master Account was ready, whatever that is.  I go to the site, give myself a username and password, and sniff around.  No download link or any way to get my game.  After clicking around a bit more, I finally see a button that says "My games" and dutifully click on it... only to see nothing listed.  There's another button called "Orders and Billing", so I click on that.  Aha!  There's something listed under "pending orders."  I click on it and see that my order has been "submitted and pending"  I guess the payment process takes a little longer at EA than at Wadjet Eye?  Eh, no problem.  I can wait.

3:35pm - One hour later.  No download link.  Okay, maybe there's something I am supposed to do myself.  I go to the Customer Support page and click through a bunch of items.  Apparantly there's some newfangled software manager called "Origin" that I have to use to get the game.  What, seriously?  I'm just getting the hang of Steam and now I have to have another software manager eating up my system memory? Bleh. Okay, fine. It was too late to back out now.  I dutifully click the download button and wait for it to install.

3:50pm - Origin is installed.  I open it up, enter my login info, and... nothing.  "No games detected for this account."  Okaay.   I check the "Orders and Billing" page on the Mastar Account site.  It still says pending. Getting a bit annoyed now. Not to toot my own horn or anything, but a customer coming to my store would have been playing their game for an hour by now.  But still. This is EA we're talking about, and one of the biggest games to hit the interwebs in a long time. I'll give it a bit more time.

4:10pm - Bam! Two hours after I paid, I get an email confirmation that I paid. Patience is rewarded.  "Downloadable products may be accessed by looking up your order."  I'll check the Master Account website first.  Hopefully I can bypass using that Origin manager completely. 

4:12pm
- Um... it still says "Order pending" with no download link.  Right.  That's a no go.  I take another look at the confirmation email.  Waaaay at the bottom it says go to "www.swtor.com/redeem/game" and enter a code that's at the bottom of the email, and then I'll get download instructions.  Why does it tell me to do one thing and then another?  Meh, whatever.  Being a dutiful drone, I go to the website.  I enter my login info and the code.

4:13pm - LOGIN FAILED. @#$@#$@#.

4:20pm:- In trying this a few times, I notice a message at the top of the page that says "Log into your SWTOW account." I've been using my "EA Master Account" login, and now it's dawning on me that this is something entirely different. Welp, okay.  There's a little link that says "Create SWTOW account" so I'll click that and see if it works...

4:25pm - I created an official SWTOR account.  I click OK and this message pops up: "An email will be sent to the address you registered with shortly.  You must verify your address for your account to become active."  Sigh.  I go make some tea.

4:30pm - Email verification has arrived!  Not a bad turnaround. "To complete your registration and activate your account, simply verify your email address by clicking here."  I click here.  It asks for my login info and a new password.  I dutifully come up with one.

4:31pm - "Password must contain 1 uppercase letter, 1 lowercase letter and 1 number; must not use special characters."  Screw you game! I like this password.  Siiigh, fine. Have it your way...

4:32pm - "You have successfully validated your email address and completed the account registration process. Welcome to the Star Wars™: The Old Republic™ community.  Press OK to continue."  Hooray! I press OK to continue.

4:33pm - I have been redirected to www.swtor.com - the homepage for the game where I started this journey over two hours ago.  And... still no download link.  But.. aha!  I see a "login" link at the top.  Perhaps logging in with my spiffy new SWTOR username will let me get the game?

4:35pm - It's asking me for my security code. Ah, right! Duh.  I need to enter in that code that came with the email.  The one that I needed a SWTOR username in order to enter.  Which is why I made a SWTOR username in the first place. I enter the code.

4:36pm - "Sorry, we couldn't find your code. Try again?"  BLARGH AND DOUBLE BLARGH!

4:40pm - Okay.  The original confirmation email said I needed to redeem my game at "www.swtor.com/redeem/game" and enter my security code there.  Maybe if I enter my login and security code on that page it will magically work?

4:42pm - "Sorry, we couldn't find your code. Try again?"  Guess that's a no.  Lacking any other options, I leave the security code field blank and click OK.

4:43pm - I get another prompt to "Enter my security code, exactly as it appears" in my email. Um, didn't I already do that and you told me it wouldn't work?  Meh, whatever. I enter my code and I click OK.

4:46pm - "Congratulations! You are now registered for the following items: STAR WARS(TM): The Old Republic(TM) Digital Standard Edition.  Press OK to continue." Hooray again!  I press OK to continue.

4:47pm - "Get ready to play!  In order to play Star Wars™: The Old Republic™ you must first answer a series of security questions and provide your contact information."  Um, buh? Seriously? You know what? Fine. FINE! BRING IT ON! I'VE COME THIS FAR! I'M NOT GIVING UP NOW!

4:59pm - I finish the survey, hit OK, and come to a games page with this gorgeous sight:

I dutifully click that button.

5:10pm -

 
FINALLY.  Let's do this.

5:11pm -


I'm going to go cry now.

-Dave 

Monday, January 2, 2012

The Post about the New Year

Normally I would have written about this yesterday, but I was delayed for totally legit reasons. So, here are my thoughts on the last year, one day late.  It's interesting to look back, because we entered 2011 a bit wary and battle-hardened.  I wrote last year about how we lost the backing of PlayFirst, so while we had much more freedom we were also completely on our own. 

It turns out that our worries were unfounded.  In February, we launched Josh Neurnberger's Gemini Rue and it was our biggest success by far.  It cemented us as a serious publisher and caught the attention of mainstream gamers and major league websites like IGN and Rock Paper Shotgun.  It became our first game to be localized into German and Polish thanks to the wonderful guys at Daedalic, and given a boxed-and-retail release in those areas.

The success of Gemini Rue has prompted us to publish other games, and 2012 will see three new games published under the Wadjet Eye banner.  The first one is earmarked for a February release, and we'll be doing the usual announcement at the end of this month.  It's been a blast working with all these developers, and a major learning experience as well.

This year also saw the release of the Blackwell Deception, the fourth game in the Blackwell series.  And personally, I think it's the best one yet.  I feel like this is the first time I "got" what Blackwell was about and I was just blundering my way up through until this point.  The reviewers and customers seem to agree, as it became our highest earning game ever. 

This was also the year of Steam, with Blackwell finally popping up on the service.  While it's true that we have other games on Steam, it was hard for me to be personally as excited about them.  There was the game I wrote but didn't own (Emerald City Confidential), the game I own but didn't write (Puzzle Bots), and the game I just owned the sales rights to (Gemini Rue).  But what about poor Blackwell, the games I both wrote and owned? Steam kept rejecting them, but tenacity prevailed and they finally changed their mind in 2011.  Getting that acceptance email about Blackwell made me giddy with glee.  Like it or loathe it, Steam has the hearts and minds of mainstream gamers and it feels good that my own games have been accepted into their ranks.

The month of December alone was a game-changer, with the first three Blackwell games being sold as part of Indie Royale's Christmas bundle.  As a result, over twenty thousand new people were playing our games, and my inbox and forums exploded.  It's overwhelming and awesome, and dealing with it all has forced me to be a lot more vigilant about keeping up with my emails.

So all-in-all, it's hard to think about how 2011 could have been any better.  We have two smash hits under our belt, three more games coming out this year, and more people are playing our games than ever.  And really, I owe it to all of you.  Whether you have followed my work since the beginning, or you are a new fan who has just hopped on the WEG bandwagon, it's hard to know how to express how grateful I am.  As I've said before, I love doing this, and you guys let me keep me doing it. So thank you, and happy (belated) New Year!

-Dave

Tuesday, December 27, 2011

Ocean Marketing and Don't Do This 101

So just like the rest of the internet today, I read with slack-jawed amazement about the trainwreck that is Ocean Marketing.  For those of you who don't feel like clicking over to read, here's the story in a nutshell:

A customer ordered a product (an Avenger's themed PS3 controller) from a web-based company called Ocean Marketing. The product was delayed, with very little communication from the provider.  The customer voiced an understandable complaint. So the rep from the company responded with a childish and patronizing attitude ("put on your big boy hat and wait it out like everyone else"), insulting the customer with horrible grammar and bad spelling ("You just got told bitch … welcome to the real internet").  This went back and forth for awhile, and then Penny Arcade got wind of it and the internet exploded.

I've written about stupid PR before and I admit that I'm no expert, but yeesh.  But I have to say, something about the rep's replies did resonate with me.  His reoccurring theme seems to be "Crap happens."  This I can get behind.  Crap, without a doubt, happens to me on a regular basis. Some of it is beyond my control and some it is undoubtedly my fault.  But no matter what, it is the customers who have to deal with it and they will share very little sympathy for your plight.  It is up to you to handle it properly.

So in honor of this internet train wreck, I thought I'd share three of these "crap happens" incidents with you and tell you how I dealt with them.

Incident #1: What, none of your downloads work?!

July of 2009.  I just finished coding Blackwell Convergence.  It was tried, tested, and true.  After a year and a half of work (with a break to make Emerald City Confidential), it was finished.  I uploaded it to Plimus, my store provider at the time.  I tested it to make sure it worked (Ha!), gave it a day to mature, and made the announcement that it was available.  Now I could sit back, relax, and watch the orders pour in.

Not quite.

Due to some technical snafu, half the download links were completely broken.  The affected customers would either receive an email with the mysterious message "download link" with no URL, or they'd receive a link that would disconnect after downloading only ten megabytes or so.  I tried uploading the game, but this didn't seem to fix the problem.  I frantically called Plimus, but they wouldn't answer.  I'd stay on hold for 40 minutes only to be told to leave a message.

The problem was sorted the next day, when I finally got in touch with Plimus and they got it working again.  It took 24 hours to sort out, from start to finish. During that time I hurled countless curses at my computer screen, but not a one at my customers.  Yes, it was a frustrating, hair-pulling experience but I knew not to take this out on the players who gave me money.  This is PR 101 stuff. 

(Incidentally, you can read about how the whole drama played out on our forum)

Incident #2: Dave is an idiot.

In February of 2010, I received a worrying Google Alert about Puzzle Bots.  One of my beta testers had taken the current build (a very incomplete, very buggy build) and uploaded it to a pirate site.  I'm not naive. I know leaks and things happen, but I was very upset to see it happen to me.

There was no way I could discover who actually did it, so I took some precautions.  I dropped all the testers who were on my beta list but hadn't sent me any bug reports yet (figuring that such a person wouldn't be submitting bug reports if they are so morally reprehensible as to pirate a game before it's done).  The second thing I did was add a time stamp to the game.  I knew I was going to release it in early April, so I added a bit of code that would prevent the game from playing after a certain date in late April.  If the game was pirated again, then the game wouldn't be playable.

And wouldn't you know it, I frigging forgot about it.  I woke up that fateful morning in late April to a bunch of emails telling me that their game wouldn't work anymore.

There was no excuse for this.  There was no way to put a PR spin on this.  This was my fault, pure and simple.  All I could do was re-upload a working version of the game, send out an email to apologize, and give everyone a discount code for a future game. I waited for a big mass of angry emails, but they never came.  The customers that did write appreciated my honesty.

Incident #3: Savegames go kablooee

This happened just last week, so it's fresh on my mind.  From the day we launched Gemini Rue, we were faced with a severe compatibility problem that we couldn't seem to fix.  On some Windows 7 laptops, the game would just freeze up on the start screen.  After months and months of banging our heads together, we finally came up with a solution that seemed to work perfectly, but it had one side effect.

One issue with the Adventure Game Studio engine (which we use to make our games) is that when you compile a new version of a game, all your old savefiles stop working.  There was no way around this, especially for the Steam version of the game which applies all their updates automatically.  We knew that uploading this fix would break everybody's game, but we were still receiving complaints from Win 7 laptop users who couldn't play it at all.  We were damned if we did, damned if we didn't.  So I gritted my teeth, applied the update, and braced myself.

Sure enough, people who were in the midst of playing the game were annoyed. Fortunately, there was less than I thought there would be.  I created a bunch of compatible savefiles that they could use instead, and that seemed to do the trick. 

The lesson?

The one thing all of these incidents have in common is that I kept the customers in the loop.  I've learned that game customers (especially customers of indie games) are very quick to forgive if they know you are on top of any problem that arises. With my Twitter feed, Facebook page, and forums, I am always accessible.  These tools are available to everybody, so there's no excuse for keeping your customers in the dark.

And above all, don't do what Ocean Marketing did and treat your customers like an irritating child.

-Dave

Too long didn't read version: Crap happens.  Stay classy when it does.  Don't mess with Penny Arcade.

Sunday, December 25, 2011

Monday, November 7, 2011

Graphics and budget

There's an interesting thread over on the Adventure Gamers forum about Blackwell Deception, mostly regarding the graphics. I figured it was a good time to address the issue of the graphics in my games and my thoughts on them.

It's no secret that my games are all over the map in terms of style.  Every game boasts a new set of artists, and its rare that the same artists work on two projects in a row.  This is due to a number of reasons, but the core reason is that the artists I work with are all freelancers.  When I have a new project ready to go, I have to go with whoever is available at the time.  They all have varying schedules and are not always available exactly when I need them.  They might have gotten a full time job, taking a break from art, or are swamped with other projects.  So each new game often means searching for new artists, which often means a new art style for each game.

It also depends on something else: budget.  When I made Blackwell Convergence, I had a lot of money coming in from my work on Emerald City Confidential.  Since I had money to burn, I thought it would be a good idea to invest it in nicer graphics for Convergence. I hired a professional art studio to do the backgrounds, and the results spoke for themselves:

Pretty!

It was still low-res (creating and animating high-res characters was an impossibility, even with the money I was getting) but the game was definitely gorgeous to look at. When the game was released, the responses were interesting to say the least.  The hardcore point-and-click fans loved it. They called it some of the nicest graphics they've ever seen.  Other sites?  Well, not so much.  Here are some quotes taken from various forums on the internet:

"Wow - are the graphics really as bad as those screenshots depict?"

"I couldn't stand playing this for even 10 minutes ... the graphics are terrible! Looks like it was written over 20 years ago."


"It is like giving yourself crossed eyes for the fun of it. HORRID. My eye sight is still blurry."


"I can't see a game developer releasing a game that looks this bad and is so hard on the eyes"


"HORRIBLE!!!! I wouldn't take this game if it were FREE."


So, yeah. Talk about conflicting reports. Even still, it shouldn't have mattered, right?  The better graphics meant that more adventure game fans were buying it, right?  Well, not so much. Convergence's budget was easily triple that of anything I'd ever done before, and while it did earn a profit it took significantly longer to get there.  In terms of money made, I pocketed the same amount of money as my previous games.

Think about that for a second.

I was spending more money, working much harder, and yet my bottom line remained exactly the same. 

This was dumb.

There was a lesson I learned here. As far as low-res graphics are concerned, there is only so far you can go. You can make it as beautiful as you like, throw as much money at it as you can, and painstakingly place every pixel, but the majority of the gaming audience will still think it's ugly.

This posed the question: would the people who bought Convergence have bought it anyway, pretty graphics or not?  After a lot of thinking and fan feedback, I decided yes.  The people who buy my games weren't buying them for the graphics, so why not focus my efforts to where they'll do the most good?  So when the time came to make Blackwell Deception, I made the conscious decision to spend less time and money on the graphics and more on the actual game. The art was cheaper, but there's a heck of a lot more of it. 

The graphics might be simpler, but the lights
change color and the characters dance!

I was able to take more risks. I wasn't breaking the bank, so I wasn't worried about it failing as much. I implemented, tested, and redesigned the ending of the game three times before I was satisfied. I never would have conceived of doing that with Convergence, since so much money was going out the door.  With Deception I could test more often, scrap ideas that didn't work and try new ones.  It was very liberating. 

The result? The highest selling and most critically acclaimed Blackwell game so far.  And yes, there are people who hate the graphics, but those detractors would still be there even if I tripled the production budget.  Did I lose a few customers by downgrading the graphics? Perhaps, and I'm sorry to have disappointed them. Did I gain many more customers by improving the game play? Undoubtedly yes. 

With every game I change my production methods, and inevitably I get something wrong or wish I did something differently.  This time, I seem to have gotten it right. I guess after five years and eight games, it was bound to happen eventually.

-Dave

Thursday, October 20, 2011

Doodles while designing

Over the last couple of days, I've been reading my old design notebooks for inspiration.  Apparently I tend to doodle a lot...





Sooo, yeah.  I'll leave the psychoanalysis of my past self up to you guys.

-Dave

Monday, October 17, 2011

Tweeeeet

That sound is me blowing one of these things:

So, five years ago I incorporated Wadjet Eye Games.  I was so wrapped up in the recent launch that it almost passed unnoticed.  Not a day goes by that I am not floored by the fact that I am making a living doing something that I love, and all I can wish for is to do it for another five years.  And if it's not too much to ask... another five after that, and another five after that.

In the meantime, if anyone wants to bake us a cake, we wouldn't say no.

Tweeeeet!

-Dave