That, though, isnt really a problem with the game itself. It's more of an industry problem. Alot of games are super hyper may-as-well-play-themselves easy as heck, and WAY too many gamers are used to this. If the game in question isnt utterly braindead, you're GOING to lose potential buyers literally "because thinking is hard". Or because ANYTHING is hard, really.
I'm glad AVWW didn't do that kind of crap. There's enough games out there that I could play and beat while asleep, I dont really need another one, heh.
It's not so much that the learning curve is bad; it's that it HAS a learning curve. AKA, you have to read stuff and think about it.
Feh. As always I miss the days of the NES and such. Where the game ASSUMED that you read the bloody manual beforehand. And THEN it kicked your ass into next week. And this was the norm. Ah, good times....
You've really hit upon two points there:
1. People like you who actually want a game that differs from the industry norms are are bread and butter target audience. In other words, people who are happy with the way that AAA titles are structured and their difficulty and graphics and so forth are never going to buy from an indie like Arcen anyhow -- why would they? EA can give them a much flashier package, and we can never compete on graphics at that level. So all we have to go on is actual gameplay, plus offering an artistic style that people find endearing or fun or nostalgic or whatever -- the problem being at the moment that many people have found the art style actively abrasive and driving them away.
2. As I noted just a second ago (after you wrote the above), the difficulty isn't actively turning people away. Our demo conversion rate is
six times the average for most AAA games. If anything, those who try our game at all are far more likely to buy our game than they are if they try a demo of a major AAA game. For whatever reason.
Now, the problem is that the pool of people either trying the demo or outright buying the game without trying the demo is far too small -- so that means that they are using only the following sources as guides:
a. The videos on Steam.
b. The screenshots on Steam.
c. The description text on Steam (which we are pretty confident is strong).
d. Reviews, to a lesser extent, if they google them (and depending on what sites they visit, or if they go to Metacritic or whatever, they will form vastly different opinions).
e. Word of mouth, to a disappointingly low extent on this game so far, but it's early yet. It took a while for this ball to get rolling with AI War, too.
The only two items that we can directly control at this point are a and b, and they are both solved by the art revamp. They have a chance of also influencing both d and e positively, especially when combined with the 1.1 and 1.2 updates we've already done that have made the game so much better. Plus the ongoing small bits of content between now and then.
That's my read on the situation, with the data that I have.