Author Topic: [FILLED] Looking for artist(s) to develop new style for A Valley Without Wind.  (Read 162116 times)

Offline x4000

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I agree with this.   You guys have been pretty darn great throughout all of this.    One way or another, I think you've created something quite nice here.... the "HOLY CRAP ITS DIABLO ZOMG" sales drop kinda sucks, but I bet you can get to where you wanna be with this one.   I think that pretty much sums it up for me, art-related complaints aside.    And even my complaints about new art arent TOO negative..... not from me, anyway.   If I'm NOT complaining about something, I'm likely asleep.  And even then, that's not a certainty.

I really appreciate it very much.  And you really never seem like you're complaining to me.  Yes, you raise a lot of issues, but the way in which you do it is always constructive and well thought-out and thought-provoking.  It's never to my recollection been antagonistic or any of those other negative things that feedback can be, and that's been really awesome of you.

And I apologize if I rambled too much or seemed lecture-y at all;   I tend to randomly rant like that.   Wether or not I'm making SENSE or accomplishing anything, that's random too  :D

I really wasn't trying to call anyone out on lecturing me, I just get weary when the discussion in general turns to "you guys picked the wrong market" or "games like this don't do well in general" or "X would have sold when this didn't."  And there was starting to be an undertone of that from a number of people, so I thought I'd just comment that those thoughts are not generally productive.  I actually have quite a bit more data about these particular markets than most of the people offering the suggestions, and each specific game in general is unique anyhow.  "Games like Minecraft" generally are niche and free and/or don't sell well.  That's pretty well always been the way, to the point that most people had never even heard of Infiniminer or similar to my knowledge.  But Minecraft itself obviously put things together right and went nuts on sales.

As an indie, it's specifically our goal to look for underserved markets that we think we can do an awesome job with.  The fact that there are few Metroidvania games on the PC at the moment is the best thing in the world for us, because that means that if you want that kind of game you have a more limited pool of games to look at, and our game comes up fast.  Generally speaking my experience has been that PC gamers are a really fragmentary group that will play basically any kind of game you can think of, but some genres are more popular than others and both platformers and adventure games are really popular.

Now I'm lecturing.  Sorry about that. ;)

Well...for one thing, I haven't seen A Valley Without Wind on any of Steam's main store pages in weeks.  That's probably one issue with it.  If people don't see it on there, they don't know it exists and don't buy it.

That's something we can't control, and is inevitable for every game.  There's only so much front-page space.  But what makes up for that is gaming news coverage, word of mouth on forums, and steam discount sales (daily deals or otherwise).  Our baseline sales are of relatively little concern because they have never paid our bills, ever.  But the fact that our latest steam discount sale failed to produce more than 1/6th the minimum numbers we were expecting was a drastic blow.  Good thing we had some cash stored up for a rainy day like that, plus some projects on the back-burner.

The market of selling games to consumers through a portal like steam is actually extremely counter-intuitive, and there's a limit to what developers can tell you because of NDA agreements.  There is a logic there, and it all makes sense, but the discount sale is basically our marketing budget is one way to look at it.

And the second problem is the art itself.  It really turns a lot of people away from the game.  If they looked past that, I'm sure they'd love it, but they aren't gonna look past it.

I agree.  Hence this thread.  I think that this is actually the sole problem, not one of two, though.  We were just on discount sale (and still are, actually) and are failing to produce adequate sales numbers on the largest gaming portal in the world.  Whereas just three months ago we were making serious money on the same game.  Either the really divided reviews killed the momentum during the lull instigated by Diablo 3 (look at our metascore, it's abysmal but not representative of the extremely positive things said by giant places like Polygon and Kotaku, or smaller indie-focused places), or else the art style of the game is seriously hampering the ability of the game to sell itself when it's mixed in with a lot of other games on crazy discount and often better graphics.

Anyhow, to put it another way, I think that the art is basically acting as a bottleneck that prevents the game from reaching whatever potential it otherwise would have.  I could be wrong on that -- I could be drastically wrong.  But based on what we've seen thus far, I don't think I'm that far off.  Out of the people who have gotten to the stage of trying the demo, we've got such excellent conversion into customers and that is a pretty strong message.  It's also a strong message that when loads of people see it on discount and don't try the demo or buy it, the art is probably to blame; the concept is something that has had press and players at places like PAX East really kind of gaga, and if anything our problem was way too high of expectations rather than "meh I don't like that concept."

So, yeah.  That's why I agree so strongly that it all comes down to the art at this particular point in time.

Random suggestion you've probably already come up with: maybe it'd be good to have the chosen studio redo the big steam splash (that thing that comes up when, I assume, you pay Valve a bunch of money for it to appear there, cycling through the different ads). That way people can be like, wow, what is this elegant game that I've never seen before? and click it even though they saw the old one already. The current one is actually really pretty but it might help.

I can't comment on Valve's splash stuff (just as a reminder to any staff who might make a comment one way or another on this).  But any promotional materials that we do with Steam or otherwise would certainly be redone using the new art assets I imagine.  A lot of times they'll have concept art that can be produced into larger pieces, etc.  And Studio H produces all their work at 4x scale and then scales it down and gives us both the smaller and the original, they say.  So that's quite a lot to work with, especially if we have their artists do the composition of the specific splash or whatever.

I also wanted to comment on a turn of phrase in the steam blurb. I don't know how easily you can change it, but I liked most of it except for "The game adapts to how you play: as you demonstrate your proficiency, monsters and missions upgrade accordingly. Killed 100 bats? Okay, time for... bats on fire!" That seems to sell it short to me, probably largely because of the specific number of bats provided there. Something airier (like the first sentence, really) might be better.

We can change it somewhat straightforwardly, and actually did change some things there just two weeks ago.  However, the line you reference really has been something that went over really well with press and players.  We talked to 300+ people about the game at PAX East, and we really got a chance to see what made people light up and what did not when we were explaining things to them.  That phrase in particular was one that was almost 100% effective with everyone on piquing their interest.  The idea of an adaptive game world is kind of radical.

I also really want to make a thread on bubble-popping because bubble-popping is awesome.

By all means; we're going to be putting many fewer hours per week into the non-art side of AVWW for a while, but there's still plenty of room for discussion and thought and making the game better in ways like that.  In some respects, having a more measured approach and thinking things through more is actually a good thing.  I'll still be doing an average of hopefully one new spell or similar per week (this week it's two spells and one enemy, coming out tomorrow), and my wife is still going to be working on new mysteries to integrate, and we'll be doing whatever else that we collectively all can think of that is cool and fits in our time budget during this particular time period.

I hope you feel better soon, Chris.

I'm feeling substantially better today.  A lot of things just hit me at once yesterday, including a virus, fairly heavy dehydration (my own fault), and a lot of stress.  But I've been guzzling water and some gatorade and the virus was just one of those 24 hour things apparently, so that's all good.  I'm also going to be taking a week of vacation next week to recharge and be with my family, so that's going to help immensely as well.
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Offline x4000

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Here's numbers 5 and 6 out of the 8 from studio H.

Also, their comments:

Quote
Thank you for all the feedback, it's very helpful!  I've attached two new ones.  I'm seeing about getting a more polished version of steam06.  I'm also working on getting polished versions of steam01 and of the very first mock-up we gave you.

Note that I had sent her my own feelings about the first four, and then I also sent her all the cumulative feedback from you folks as of about 11am EST this morning.  Which has actually been the bulk of the about-the-art feedback in this thread (since there's been a lot of discussion instead about the company's future and the game's future and markets and such).

So, definitely note that your voices are being heard, not just by me but also by the producer assigned to oversee the 8 artists each doing mockups at studio H.

----------

A reminder: they have put 8 artists of completely different specialties on this work.  In other words, they have their background artists doing characters, and vice-versa and so forth.  So none of these pieces are likely to feel unified, but each one gives parts to like and not like.  The goal is to then combine it all into a final style that makes sense once what we want is identified; they are taking this approach because it's kind of like a brainstorming session, where unexpected realizations can happen.  I think it's a smart way to do things, but you're seeing a bit "how the hotdog is made" again here.

With Studio G, by comparison, I believe they had multiple artists working on that as well.  For the actual revamp of the game, if the contract goes to G, they will have 5 artists working on the work just like H would have 8 working on it.  So it's not like one super-artist is going to sit down and whisk out the entire re-skin in any of the cases.  With Studio K, I don't know how many artists they would have dedicated to the project, but well more than 1 at a time I can assure you.

This isn't even atypical -- in games, in movies, even in comics, you generally have multiple artists working on projects of any substantial scope.  Once there is a style, then the others all stick to it and their art producer makes sure that everything stays consistent, etc.  You have senior artists and junior artists and specialists in perspective and shaping as well as specialists in shading as well as specialists in character design or coloring.

Personally, I think the character design and shaping of 1 is by far the best.  The character and monster details of 2 is probably the best, and the detail-texturing of either 2 or 4 is probably the best.  Though 4 is getting less painterly and more retro in a way I'm really not keen on.  Looking at 5 up close I'm really not keen on it, but looking at the thumbnail I think it has by far the best coloring of all the pieces.  And the most distinctive sky in a positive way.  To me, personally 3 and 6 don't have a lot to offer for this particular project.

If you're interested in shaping how the final mockup from H turn out, that's the way you have to look at these things: not holistically, but in terms of what artist you like for what sort of role.  Then once all that is identified, we'll have a chance to see how it all comes together into one piece that is hopefully very pleasing and knocks it out of the park.  But this brainstorming process is integral before that can happen in a personalized way.
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Offline Misery

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I agree with this.   You guys have been pretty darn great throughout all of this.    One way or another, I think you've created something quite nice here.... the "HOLY CRAP ITS DIABLO ZOMG" sales drop kinda sucks, but I bet you can get to where you wanna be with this one.   I think that pretty much sums it up for me, art-related complaints aside.    And even my complaints about new art arent TOO negative..... not from me, anyway.   If I'm NOT complaining about something, I'm likely asleep.  And even then, that's not a certainty.

I really appreciate it very much.  And you really never seem like you're complaining to me.  Yes, you raise a lot of issues, but the way in which you do it is always constructive and well thought-out and thought-provoking.  It's never to my recollection been antagonistic or any of those other negative things that feedback can be, and that's been really awesome of you.

Well that's a nice change.  Half the time on forums I'll eventually get a few people saying stuff like "Bah, why are you always so negative?  Do you hate EVERYTHING?  Quit complaining so much!".  And me being the way I am, this of course only makes me do it more often and louder, hah.    It's not happened here, though.    This really is a pretty nice little community you've got here.  It's good to see people throwing ideas back and forth all the time, as opposed to throwing four-letter words back and forth all the time :D .   Like on the Minecraft forums.... *shudder*.

And happy to provide constructive whatsits when I can.
Quote
Well...for one thing, I haven't seen A Valley Without Wind on any of Steam's main store pages in weeks.  That's probably one issue with it.  If people don't see it on there, they don't know it exists and don't buy it.

That's something we can't control, and is inevitable for every game.  There's only so much front-page space.  But what makes up for that is gaming news coverage, word of mouth on forums, and steam discount sales (daily deals or otherwise).  Our baseline sales are of relatively little concern because they have never paid our bills, ever.  But the fact that our latest steam discount sale failed to produce more than 1/6th the minimum numbers we were expecting was a drastic blow.  Good thing we had some cash stored up for a rainy day like that, plus some projects on the back-burner.

Ah, I gotta echo what Nanostrike said there;  I'd had NO IDEA of this sale (or the fact that the game is still on sale) until you just mentioned that above, and I check Steam pretty darn often.   While I love Steam, I often think the format in which they display things just..... gets in the way.   It's kinda obnoxious to browse, when you're looking at/for anything that ISNT on the front page in huge letters.

Out of curiosity, have you guys considered putting it up on places like Desura as well?
Quote
I also really want to make a thread on bubble-popping because bubble-popping is awesome.

By all means; we're going to be putting many fewer hours per week into the non-art side of AVWW for a while, but there's still plenty of room for discussion and thought and making the game better in ways like that.  In some respects, having a more measured approach and thinking things through more is actually a good thing.  I'll still be doing an average of hopefully one new spell or similar per week (this week it's two spells and one enemy, coming out tomorrow), and my wife is still going to be working on new mysteries to integrate, and we'll be doing whatever else that we collectively all can think of that is cool and fits in our time budget during this particular time period.

I gotta ask, are you guys going to still be incrementally doing the already-planned/mentioned bits like the further citybuilding stuffs, or the.... er.... graveyard or whatever it was?





Now, on the note of the new art things there......

......both of these are MUCH better than stuff seen before, at least to me.   There's definitely an "unfinished scribbly concept art" thing going with both of them, but I'm aware of that and am ignoring it as such.   Keeping that in mind..... yeah, these look a great deal better.   No complaints from me on either of these.   These look/feel a good bit more vibrant than the others, which I still think are dreary, and...... yeah, I could see the game as a whole looking pretty nice in either style.   

Granted, that second one looks blurry;  I'm sure that's again just the "unfinished concept" bit again, but I wouldnt mind seeing a more finished/refined version of that exact same shot, to get a better idea of the details.


Offline Coppermantis

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While I liked the character design from G more, the environment in that first new sample from H is great. It seems a good cross between a more solid style and the current brighter style, which as Misery pointed out is nice in the way it distinguishes Valley from other modern games.

Also, Misery, is your username a reference to the character from Cave Story of the same name?
I can already tell this is going to be a roller coaster ride of disappointment.

Offline goodgimp

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Chris, if you don't mind further derailment (if you do, no offense taken by just ignoring me and moving on), what are your thoughts regarding DLC for AVWW in terms of getting it listed back in the "New Releases" category on Steam? You've done massive and free updates in 1.1 and 1.2 which I appreciate, but I notice some games (such as Wargame: European Escalation) will release updates like that as DLC for the price of Free. This gets them posted back in New Releases and oftentimes on the Steam front page, especially when tied to a sale. Another example would be Crusader Kings 2, which is releasing game enhancements as free patches that coincide with DLC content releases. It makes great free advertising because it pushes that game back up front on Steam, not to mention the revenue from the DLC itself.

It sounds silly, but I'd really like to be monetized further. It sounds like Arcen wants/needs more revenue for AVWW and I want the game to be worked on like 1.1 and 1.2, but as an established customer  there's no additional way for me to patronize your studio. I'd like to see more content/enhancements to the game and I'd be very willing to pay for said enhancements.

Anyway, just my two cents. It's probably all things you've already thought about, but I thought I'd pipe up and voice my opinion.


Offline Misery

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Also, Misery, is your username a reference to the character from Cave Story of the same name?

Yep.  I definitely enjoyed that game, and I noticed that Misery's personality in-game very closely matches mine IRL, so I started using the name.  Hilariously, I'm told *really often* that the name fits, even if the person saying that has no idea what Cave Story even is.

You're the first one to make that connection.... most people just assume I use the name because I tend to be really sarcastic and negative all the time.


Chris, if you don't mind further derailment (if you do, no offense taken by just ignoring me and moving on), what are your thoughts regarding DLC for AVWW in terms of getting it listed back in the "New Releases" category on Steam? You've done massive and free updates in 1.1 and 1.2 which I appreciate, but I notice some games (such as Wargame: European Escalation) will release updates like that as DLC for the price of Free. This gets them posted back in New Releases and oftentimes on the Steam front page, especially when tied to a sale. Another example would be Crusader Kings 2, which is releasing game enhancements as free patches that coincide with DLC content releases. It makes great free advertising because it pushes that game back up front on Steam, not to mention the revenue from the DLC itself.

It sounds silly, but I'd really like to be monetized further. It sounds like Arcen wants/needs more revenue for AVWW and I want the game to be worked on like 1.1 and 1.2, but as an established customer  there's no additional way for me to patronize your studio. I'd like to see more content/enhancements to the game and I'd be very willing to pay for said enhancements.

Anyway, just my two cents. It's probably all things you've already thought about, but I thought I'd pipe up and voice my opinion.


Just wanted to say that I agree with this as well.

Wether or not it's actually a good idea to DO it just yet, I have no idea, but if it were to be done, I'd gladly pay for it.   Considering how good the FREE updates were, I'm betting any PAID updates would be bloody amazing.

Offline madcow

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Still in off-topic land.

From a marketing standpoint, having the art revamp be marketed as free DLC (rather than a patch) is a pretty good idea in getting front page exposure and really driving home the idea that things are completely different now.

Or you could have go for a daily deal once its in. I will echo the thought that the way steam handled the Indie Bundle made it less than obvious that AVWW was on sale. You had to really dig in to finding out about it. I imagine their flash sales are pretty well set, so it would be hard to get AVWW in on a flash sale. I was actually disappointed steam didn't do special achievements this summer sale. They were both fun to hunt after in the gamble for a coupon/free game, and were probably good for the devs to get achievement related sales.

Edit: To say something on topic, the character in mockup #5 reminds me very much of megaman. Which might not be a bad style to go for in this type of game. Though of those two I prefer the painterly #6 (a style which I stick by as dubbed A Braid Without Wind)
« Last Edit: July 19, 2012, 01:07:20 am by madcow »

Offline nanostrike

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#5 is the only thing I like from H.  It has pretty crisp character designs, it's colors aren't painful on the eyes, and it has enough contrast that you can tell what you're looking at.

I still prefer G's, just because of how well it meshes, but if H steers stuff in the direction of #5, it might have potential.



6 is a total, eye-gouging trainwreck, though.

Offline Stx11

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The "new #5" from H makes me happy  :)

Also, back to the "off-topic/on-topic... thing"  ???

Considering the venom and backlash D3 has now engendered, you'd have to think this is actually an awesome time for AVWW to be getting a "second wind"   ;D

(although something to keep in mind... maybe best to not release it anywhere near Torchlight II - let that run its course and maybe have AVWW help everybody recover from the end of the world in early 2013?)   :-\

Offline tigersfan

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Out of curiosity, have you guys considered putting it up on places like Desura as well?

http://www.desura.com/games/a-valley-without-wind :)

As for the idea of doing more for AVWW, we've not ruled out doing something like an expansion for the game. It's something we've talked about recently, but, the general consensus was that it was probably better to wait on that stuff till the game has been out a bit longer.
« Last Edit: July 19, 2012, 07:59:32 am by x4000 »

Offline x4000

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Quote
I also really want to make a thread on bubble-popping because bubble-popping is awesome.

By all means; we're going to be putting many fewer hours per week into the non-art side of AVWW for a while, but there's still plenty of room for discussion and thought and making the game better in ways like that.  In some respects, having a more measured approach and thinking things through more is actually a good thing.  I'll still be doing an average of hopefully one new spell or similar per week (this week it's two spells and one enemy, coming out tomorrow), and my wife is still going to be working on new mysteries to integrate, and we'll be doing whatever else that we collectively all can think of that is cool and fits in our time budget during this particular time period.

I gotta ask, are you guys going to still be incrementally doing the already-planned/mentioned bits like the further citybuilding stuffs, or the.... er.... graveyard or whatever it was?

The graveyard and such will be waiting until much later, I'm afraid.  Pretty much everything we'd planned for 1.3 will instead be for the first expansion or 2.1 if the game sees a major resurgence after the art makeover.  There's just a limited amount of time, and we're going to be juggling three major projects during the period between now and November (one of which is this art revamp).  I'll be doing on average one new spell or similar per week, and other cool small content additions that folks can think up, so that there's a constant sense of growth to the content but in a way that doesn't overlap with the art the studio is doing.

For instance, the graveyards stuff requires new art, which would be problematic for two reasons to do right now.  Well, three, if you count the time issue I already mentioned.  But other than that, it's first problematic because it increases the scope of the art reskin, making it less likely we can hit our November timeframe to have that out before the major holiday sales and thus get the game back on track.  And actually I guess that was two reasons, I forgot what the third was. ;)

Chris, if you don't mind further derailment (if you do, no offense taken by just ignoring me and moving on), what are your thoughts regarding DLC for AVWW in terms of getting it listed back in the "New Releases" category on Steam? You've done massive and free updates in 1.1 and 1.2 which I appreciate, but I notice some games (such as Wargame: European Escalation) will release updates like that as DLC for the price of Free. This gets them posted back in New Releases and oftentimes on the Steam front page, especially when tied to a sale. Another example would be Crusader Kings 2, which is releasing game enhancements as free patches that coincide with DLC content releases. It makes great free advertising because it pushes that game back up front on Steam, not to mention the revenue from the DLC itself.

It sounds silly, but I'd really like to be monetized further. It sounds like Arcen wants/needs more revenue for AVWW and I want the game to be worked on like 1.1 and 1.2, but as an established customer  there's no additional way for me to patronize your studio. I'd like to see more content/enhancements to the game and I'd be very willing to pay for said enhancements.

Anyway, just my two cents. It's probably all things you've already thought about, but I thought I'd pipe up and voice my opinion.

As Josh (tigersfan) mentioned, we've talked about this internally.  One of the thoughts we seriously considered was to do our first expansion for AVWW earlier rather than in Q1 of next year.  But that doesn't really solve anything if the art isn't there.  Q1 works out safer for us for a lot of reasons: it allows us to hedge with three products this holiday season instead of one; it allows for the next big splash of news coverage about the game to be with it having a shiny new look that doesn't turn people away; it gets us further and further away from the release of Diablo 3; and it lets us grow our playerbase for the base game so that the expansion actually makes sense to do in the context of having enough people who would want to pay for that. 

Our buy-in for the AI War expansions is ridiculously high; something like 60% of the people who have bought the base game have bought at least one expansion before we came out with the alien bundle, and then after the alien bundle we were seeing the bundle pretty much take over 90% of our sales of everything with AI War, which of course was great.  For AVWW I don't think we're really there yet, because the audience has to be to a certain size and devotion before expansions make sense for either side of the aisle.  I don't think that AVWW has fully earned that place yet.

Also, Misery, is your username a reference to the character from Cave Story of the same name?

Yep.  I definitely enjoyed that game, and I noticed that Misery's personality in-game very closely matches mine IRL, so I started using the name.  Hilariously, I'm told *really often* that the name fits, even if the person saying that has no idea what Cave Story even is.

You're the first one to make that connection.... most people just assume I use the name because I tend to be really sarcastic and negative all the time.

I love that game also, and always just assumed it was a reference.  Not least because of your profile picture making it fairly obvious that was the case.  ;D

From a marketing standpoint, having the art revamp be marketed as free DLC (rather than a patch) is a pretty good idea in getting front page exposure and really driving home the idea that things are completely different now.

Well, I don't think that free DLC as a literal DLC thing is something that Steam does.  To my recollection.  And it's kind of important to make sure that everyone gets the art, not just some of the players, because otherwise as we expand the game we have to maintain two art styles.  Not to mention that the new one then hopefully looks much better than the old and we want everyone to have that.

Or you could have go for a daily deal once its in. I will echo the thought that the way steam handled the Indie Bundle made it less than obvious that AVWW was on sale. You had to really dig in to finding out about it. I imagine their flash sales are pretty well set, so it would be hard to get AVWW in on a flash sale. I was actually disappointed steam didn't do special achievements this summer sale. They were both fun to hunt after in the gamble for a coupon/free game, and were probably good for the devs to get achievement related sales.

I can't comment on specifics, but suffice it to say we're all about the discount promotions whenever we have the opportunity.  And not to put it too bluntly, I feel that having a revamped art style will... ahem... open some doors that are currently closed, and I don't just mean with the public.  And yes, I was sad not to see the achievement thing from last year, too.  I felt like that really helped us in our sales.

Considering the venom and backlash D3 has now engendered, you'd have to think this is actually an awesome time for AVWW to be getting a "second wind"   ;D

(although something to keep in mind... maybe best to not release it anywhere near Torchlight II - let that run its course and maybe have AVWW help everybody recover from the end of the world in early 2013?)   :-\

Bear in mind that, in the games industry, August through September are the absolute worst months to release anything.  They're the deadlands where students are going back to school, people are short on money, and spending dries up considerably.  Then October the ball really starts rolling, and that whole last quarter of the year is often where a game company earns half of its income for the whole year.  Our goals are currently all circling around making sure that we have three awesome products in that October/November timeframe that people will be excited about and which will hopefully carry us well into the new year.

Those three projects being the AI War brand led by the new expansion, AVWW led by the new art style, and then the semi-secret thing that will be announced probably in September.

And agreed about Torchlight II, although that's much further into the next year.  Ideally if we are hitting a release schedule where all our stuff is out by November, we can be working on the first expansion for AVWW starting in October/November/December (staggered by specific staff) and then release in January or maybe February.  There's a serious AAA glut coming in next February and March apparently, so avoiding that would be good.  And getting too close to next June means Torchlight II.

All of these things were factors that we had to weigh when looking at what we could do for the future sustainability of the company at this size, as well as the ongoing viability of AVWW (which I in particular still desperately want to do more with).  It's an amazingly complex business!
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Offline madcow

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I know dungeons of dredmor's "You have to name the expansion pack" was counted as a free DLC rather than just a patch, not sure if there are other examples or not on steam. Though point taken about it not getting the patch out to everyone and becoming the base screenshots/footage.

Offline keith.lamothe

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I've seen several totally free dlc packs on steam, and from the consumer perspective it's looked like a promotional move and does get on the new releases list, etc.  Of course, they also have that "show dlc" toggle on the new releases list now, so probably a significant portion of users wouldn't see it.
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Offline Mánagarmr

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Still no fan of H :/ I guess I fell in love with G, because I just can't find stuff to like about H. The thought that keeps popping up in my head is "Well, it's not G..."
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Offline goodgimp

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I know dungeons of dredmor's "You have to name the expansion pack" was counted as a free DLC rather than just a patch, not sure if there are other examples or not on steam. Though point taken about it not getting the patch out to everyone and becoming the base screenshots/footage.

That's why I was thinking maybe the Crusader Kings 2 approach is good. Release a big patch that changes/enhances/adds to core gameplay via a patch everyone gets, but that coincides with a DLC pack. Some of the DLC has been fluff (character editor), some of it is content/expansion material (Sword of Islam). That accomplishes the following:

1. Everyone gets patch support and enhanced based game.
2. Optional DLC provides a source of additional income for the fans/whales or those who are just really interested in that particular content. The whales have basically subsidized the continued support of the game for all. Everyone wins.
3. It's a "New Release" and gets listed as such. If you combine it with a sale for the game, you're now listed in New Releases + Special Offers.

A problem that I see for AVWW is what Chris mentioned previously, that 1.1 and 1.2 were superbly awesome updates but they garnered very little press attention. They're patches, after all, why run a story about "a mere patch" for an indie game? Ahhh, but if it's new DLC for the game, perhaps that'll get them to take a look and actually see all the cool new stuff.

Anecdotally, I've gotten a few people to try AVWW 1.1/1.2 that disliked 1.0 quite a bit. Most of them agreed the game was significantly better, the problem was they had no idea the patches changed so much. First, most studios don't do so much in post-release patches and second, if you don't have the game installed you'll never know those patches happened to begin with! DLC, on the other hand...

Make no mistake, I'm no businessman so these lollipops and rainbows are emanating straight from my hindquarters -- I'm just a consumer who really wants to see more AVWW and thinks this game could pick up some steam (no pun intended, I swear) with some more publicity / public awareness. It'd be especially good to get this puppy out front and center if/when the art update happens, which I hope it does.

« Last Edit: July 19, 2012, 11:26:22 am by goodgimp »