Thursday, May 19, 2011

Oh right, this is here.

Hello wayward web wanderers!

With all the twittering and facebooking I do, it's very easy to neglect this little chunk of cyberspace.  Here's what we've been up to in the last few months since I updated:
  • Gemini Rue was released, and is still selling very well (at least 3x higher than was predicted in the last post).
  • The next game in the Blackwell series (Deception) has hit alpha, and we're beta testing.
  • We've also started recording the voiceovers for Deception.  Abe and Rebecca are back as Rosa and Joey.
Speaking of VO, I got a fancy new microphone!

Rebecca Whittaker voicing Rosa at the mic


For years I've been using a Radio Shack headset microphone, which has always done the job and - oddly enough - very few people noticed that it wasn't a professional setup.  But recently an audio buddy of mine recommended this Blue Yeti microphone and I finally made the plunge.  I have to say, I love the thing.  I'll write more about that - among other things! - soonish.

-Dave

Tuesday, February 1, 2011

Seeing the future - with charts!

Here is where I pretend to actually know what I am doing and look like a real businessman.

So you might have noticed that I announced a new game a few weeks ago.  It's called Gemini Rue and it's a neo-noir, sci-fi adventure game set in a dystopian future with lots of rain and gangsters and moody jazz music.  There's more to it than that, but you don't come to my blog for my marketing spiels.

(Or DO you?!  Hey, this *is* my blog, so I will just say that if you pre-order the game you'll get a nicely printed disc edition with DVD-style case and everything  It won't be available after the game launches, so be sure and nab it before February 24th.  There's a reason why I'm doing this, but that's a subject for another blog.)

Aaanyway.

This is the first game that I've thrown a lot of PR muscle behind, and it seems to be really working. As I wrote in an earlier post, I hired someone to do that for me because, well, I suck at it.  As a result, lots more gaming press than usual has picked up on the story.  So it's been quite exciting.  However, if I've learned anything it's that great press doesn't always translate into great sales, so I decided to take a look at my previous games and see how well Gemini Rue is measuring up.

Lots of indie devs are stat hounds, keeping track of every spike and valley of traffic.  I do have software in place that does that, but I never really studied it until now.  I decided to take some numbers and stack them up in certain ways and see if I could come to any interesting conclusions.  What I'm about to show you seems very logical and straightforward to me, although I'm sure you accounting types will probably laugh.

The bad news is that I no longer have the original sales information for Shivah and Blackwell Legacy.  I sold those games through a small service back in 2006 which went bust, taking all my sales information with it.  I now use a mainstream service called Plimus which everybody uses and doesn't seem to be going anywhere.  So I had all the information for Unbound, Convergence and Puzzle Bots.  I would have preferred to take data from all my games, but it was good enough.

Anyway, what I wanted to do was track how well each game did at specific points in the sales cycle.  Each game had a pre-order period before they launched, so checking the stats for both pre-order and launch seemed like good places to start.  Some games have been out much longer than others, so I figured the first month of sales for each was a good sample to take.

I divided up the sales cycles up like this:

1 day of pre-order
1 week of pre-order
Day before release
1 day after launch
1 week after launch
1 month after launch

I plugged in the numbers for the three games and I came up with this graph.  I am not comfortable with giving exact sales numbers so I removed those, but I see no problem with showing how the games sold when compared to each other:


Looking at this graph was an interesting trip down memory lane.  Unbound undoubtedly did the worst in its first month, but I was very green at the time with only one other game to my credit.  I barely did any marketing or PR at all and that obviously shows in this graph.  Puzzle Bots had very strong pre-order sales, but tapered off quickly after launch day.  Convergence is the most interesting, as it had very weak pre-order sales but then shot up like a rocket once it launched. 

What might account for Puzzle Bots' strong pre-order sales is that it had a very strong pre-order incentive - a limited-edition CD-ROM that you could only buy during the pre-order period.  Convergence didn't have that.  Convergence didn't have any pre-order incentives at all, which might account for the pre-order sales being kinda weak.

Anyway, I had three games worth of data over various points so I averaged them all out.  Then I calculated the average percentage increase of sales from one point to the next.   So based on the "Day 1" and "Week 1" pre-order sales figures of Gemini Rue, I was able to plug them into the graph and come up with this projection:


So, hey!  Check out that purple line.  Not bad. Using the sales figures of my previous games, I was able to create a reasonable projection of how I think Gemini Rue will perform, and it's looking pretty good. Of course, this is all theoretical and could end up being completely wrong, but it's a nice barometer.  Once the game has been out for a month, I'll be able to say for sure whether it sold above or below expectations. 

-Dave

Wednesday, January 19, 2011

Fan stuff

Even though I've been doing this for quite awhile, it still surprises me that I have actual fans.  Fans who follow my work and are eager for what's coming next, fans who post on my forum (which you should totally do) or are in general just awesome.  But what I love best is the fan art.

The sheer level of creativity that some of the fans put into recreating the characters from my games is mind-boggling.  One fan even molded Joey and Rosa out of clay (and I gave the guy a cameo in Convergence as a reward).

But today I think I have seen the coolest thing a fan has done to date.  A new MMO recently came out called DC Universe Online.  In the game, you create your own superhero or supervillian and then it lets you go to town.  One player has created a supervillian based on the Countess from the Blackwell series:


According to the player (who's name is Resulka), her powers include flight, psychic powers, and choking.

I have no words.

-Dave

Monday, January 3, 2011

Hitman: Blood Money and why people think I'm a psychopath

This is my first "game review" on this site.  I might review others.

The other day, while walking the dog with my wife, I said the following words to her:

"So I thought about sneaking up behind the guy and strangling him with garrote wire, but I decided to use the sedative instead."

It took me a few seconds to realize that there were other people on the sidewalk next to us.  I had to grin meekly and stammer out that I was talking about a videogame.

Several years ago, I picked up a copy of "Hitman 2" at a local Gamestop.  I had seen it on sale and thought I'd give it a whirl.  The concept definitely hit me in the right spot.  A stealth/infiltration game where you have to assassinate a high-profile target, using the environment and disguises in order to get close to him.  Your character was Agent 47, a six-foot-six, broad-shouldered bald guy with (for some reason) a barcode dyed into the back of his head.  Apparently he's a clone of some kind.  Since I didn't play the first game, I didn't quite get the backstory, but it didn't matter.  I didn't like the game.  After a few false starts, I gave up.  Years later, I read in several game journals that Hitman #2 was considered the low point of the series, and #4 was a pure work of genius.  

Seriously.  What's up with the barcode? 

So, on a whim, I nabbed #4 last week and popped it in.  Again, I took over the role of Agent 47, who was hired to sneak through an abandoned amusement part full of thugs to take down a criminal kingpin.  Fair enough, only I had to struggle through the worst tutorial ever.  "Hold down the right-trigger to go into sneak mode.  Sneak over to that guy over there and release the right-trigger to garrote him."  Okay, fine.  I'd sneak over and release the trigger, only to have my Agent 47 stand up and do nothing.  I crouched down again and maneouvered him into a different position and tried again.  Nope.  Agent 47 stood up again, and this time my target noticed me.  He whirled around and started shooting at me, and the game basically told me that I screwed up and I'd have to shoot my way through the level.

 
Here, Agent 47 strangles the gangster properly.  It took me several tries.

The problem was, I *wanted* to play stealthy, but the game wouldn't show me how.  It's not a good sign when the game's tutorial pisses you off.  But, I gave it a few more tries.  And wouldn't you know it, I got the hang of it.  Soon I was sneaking around and silently taking down dudes left and right, hiding bodies in convenient locations and moving closer to my target.  Finally I passed the tutorial section and was on my way to my next target.  I was to take down a Chilean vinyard owner and his son, who were using their wine cellar to mask their drug factory.  They were having a party on the grounds, which was used as a cover to gain access.


Put away that gun, 47!

I entered the grounds and I found myself completely lost.  I saw a bunch of doors, a bunch of people walking around, and a whole area to explore.  There was no map, no "goal" indicator, no nothing.  And I was playing on easy mode.  So, I took a few hesitant steps toward a door.  I opened it and went inside, and a guard nearby yelled at me in Spanish.  I kept walking and the guy shot me.

Restarting, I entered another door, which led to a hallway.  I walked down the hallway and into some kind of guard station, where a bunch of guards were listening to the radio.  Again, they leapt up and began yelling at me, and then attacked me.  Yeesh.

Restarting a third time, I entered the same door but took a look around.  There was a fuse box and a closet.  I disabled the fuse box, which turned off the lights.  One of the guards started coming my way to see what was up, so I hid in the closet before he could see me.  While he was fiddling with the fuse box, I silently crept up behind him and injected him with a sedative.  I stole his uniform and hid his body in the closet.  Now, I could walk around the grounds unmolested by the guards.


What?  I work here.

It was at this point I began to see the point of the game.  You had to explore.  You had to experiment with things and see what effects they would cause, and use them to your advantage.  And you will fail.  A lot.  Once I figured out that the point of the game was to fail and to retry, I began to enjoy myself much more.

Sorry Santa.  I need your suit to sneak into the Playboy mansion.  No, I'm not kidding.

What's my point here?  I guess lately there's been a trend in gaming about not letting the players fail.  That they have to be constantly rewarded or else they'll feel neglected.  This was a lesson that was hammered into my head when working in the casual market, but it effects the hardcore as well.  A hardcore game like Grand Theft Auto (which I love) tells you what to do and where to go at any given moment.  I've gotten spoiled by that, and I often expect it.  Hitman: Blood Money doesn't lead you by the hand at all, and I'm - strangely enough - loving the everlasting crap out of it.

And hey, the disguises are awesome.  What other self-respecting bald assassin would dress up as a clown to infiltrate a child's birthday party in order to get close to a mafia agent in the witness protection program? 


I'm glad I gave this game a chance, even though it's a lesson how how Not To Do A Tutorial.  Maybe I'll give the other games in the series a try, but I'll just pretend #2 never existed.

(Unrelated side note.  I saw only one episode of "Buffy the Vampire Slayer" and I didn't like it at all, so I never bothered watching the show again.  It was the one with the robot Buffy, which people tell me now is the worst episode in its entire 7 season run.)

-Dave

Friday, December 31, 2010

Happy New Year!

So, 2010 comes to a close and it's time for the usual Looking Back post.  It's been an interesting year!  Many changes, many lessons learned, and many things to look forward to.

Let's get the only "down" out of the way.  It came early and was over with quickly, with our publisher dropping our in-the-works project due to it not being casual enough.  While disappointing, it has proved to be a blessing in disguise. We are focusing more on the games we and our customers like, instead of what someone else says is popular.  While the security of having a publisher with deep pockets is missed, we're enjoying the freedom much more. We might work with a publisher again, but only if their goals coincide more directly with ours

2010 has also been the first year I can safely say "we" instead of "I" without sounding pretentious, since my wife Janet has joined me full time.  Our long-term project is something we're both very excited about.  It's something completely different from what we've been doing so far, but it's also a natural progression.  You'll probably hear more about that mid-late 2011.

2010 has marked our first release as a publisher, with Erin Robinson's Puzzle Bots. It's proved to be a  critical success, rocketing Erin to indie stardom.  I am extraordinarily proud of her, and am pleased to have had a small part in getting her there.  The game also secured a place on the Steam service, making it our first internally developed game to be accepted by them.

I've learned to accept my major weakness: PR and outreach.  In a nutshell, I suck at it.   So I bit the bullet and hired someone to help me with that.  Emily Morganti, former PR manager at Telltale and now working freelance, is helping us out and has become practically indispensable.

As for what's next?  We've got another game coming out in February, which we should be announcing in a few weeks.  Like Puzzle Bots, it was developed by somebody else and we were asked to sell it on their behalf.  We've spent the last several months adding voice acting and adding a few graphical improvements here and there.  It's a gorgeous piece of work, and it will probably be the biggest game we've released to date. 

Also coming in April is the fourth Blackwell game, which I've called Blackwell Deception.  I haven't announced it officially yet because I want the focus to be on the game we're publishing first.  Once that's released, you will be hearing lots more about Blackwell.

And after that?  Wait and see!  All-in-all, 2011 is already shaping up to be a very exciting year.  And it will mark our fifth year in business.

I couldn't have made it this far without any of you .  To those of you who followed me since my freeware days, to the loyal customers old and new, to my friends and family (and my sister's unborn twins!!), to all my colleagues in the biz - a big sloppy thank you.

And HAPPY NEW YEAR!!

-Dave

Monday, December 20, 2010

Holiday sale!


In case you missed it on Twitter, on the official website, or on facebook (yeesh when did I become a social networking hound?), we're having a holiday sale!  Until January 1st you can nab all three Blackwell games for $9.99.  Here's the official press release:


Wadjet Eye Games Announces Holiday Sale on Blackwell Mystery Game Series
Through Jaunary 1, get three great indie adventures for just $9.99 from www.wadjeteyegames.com


NEW YORK, December 20, 2010 – Independent developer and publisher Wadjet Eye Games is announcing a special holiday price for their Blackwell adventure game series. Now through January 1, the 3-game bundle is on sale for only $9.99—a 60% discount on the usual $24.99 price. The downloadable PC bundle, which contains The Blackwell Legacy, Blackwell Unbound, and The Blackwell Convergence, can be purchased from http://www.wadjeteyegames.com.

The Blackwell games are atmospheric mystery games reminiscent of the “golden age” adventures from Sierra and LucasArts. When Rosa Blackwell’s only relative dies after languishing in a coma for twenty years, Rosa thinks the worst is over. Then Joey Mallone, a sardonic ghost from the 1930s, blows into her life and reveals that she is a spirit medium. As much as Rosa wants to turn her back on her family legacy, it’s now up to this unlikely pair to assist tortured souls and cure New York City’s supernatural ills, whether they like it or not.

The Blackwell games were created by a small indie team led by Wadjet Eye Games founder Dave Gilbert. Features include retro cartoon graphics, a point and click interface, voice acting, a fully orchestrated soundtrack, and unlockable extras such as concept art and voiceover blooper reels. The story-driven gameplay focuses on investigation, character interaction, and puzzle solving. Throughout each game, the playable character alternates between medium and spirit, with each character possessing unique abilities.

Since its debut in 2007, the Blackwell series has developed a cult following among adventure and casual gamers. This year The Blackwell Convergence won an AdventureGamers.com “Aggie” award for Best Dramatic Writing. A fourth game, Blackwell Deception, will release in 2011.

To learn more about the Blackwell games, view screenshots and trailers, or purchase the bundle at the $9.99 holiday price, visit the Wadjet Eye Games website at http://www.wadjeteyegames.com.

Tuesday, December 14, 2010

What?

Sorry for the delay between posts.  Been crunching on a project and there hasn't been a lot to talk about aside from "Woke up.  Turned on the computer.  Worked for 12 hours. Went to bed." 

I've entered the world of publishing a second time and am going to be publishing another developer's game, a la Puzzle Bots.  We'll be announcing it in January, so stay tuned.  It's looking pretty sweet.

But, to tide you over here's an old picture of me with pens in my ears:


-Dave