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.