Author Topic: Playerbase  (Read 2904 times)

Offline Ktoff

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Playerbase
« on: November 04, 2009, 05:40:23 am »
Hey Guys,

does anyone know how large the playerbase is, i.e. how many people have bought the game (10.000, 50.000, 100.000?) or is this a trade secret of arcen games?

I remember having read something about a four-digit number of sales long before it hit Steam and Impulse...

Cheers,
K'Toff

Offline x4000

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Re: Playerbase
« Reply #1 on: November 04, 2009, 11:50:36 am »
We don't talk specific numbers at this point, but we're still in the four-digit range.  We're in the "heavyweight indie range," which is basically the 5,000 to 50,000 units sold range.  We're still growing at quite a rapid pace, though, and the hope is that we'll be north of 30,000ish units by March of next year (through our upcoming retail releases, further promotion and the expansion -- which drives more sales of the base game, etc).

So, we're still not the hugest playerbase in town, although for an indie game we're larger than the vast majority (most sell less than you think), but we also expect to see continual growth as our exposure, etc, grows.  Side note:  the four digits quote you were remembering was after we were on Impulse, but before Steam as you said.

AI War has a pretty unique trajectory amongst games, because of our longterm commitment to continuous development of it, as well as our very slow initial publicity.  Our goal is to form a very long-term community of the sort that you see with Total Annihilation or certain other classics (some of which were moderately niche, same as us), but we'll see how that goes.  It's looking very positive so far, though.
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Offline Ktoff

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Re: Playerbase
« Reply #2 on: November 04, 2009, 12:26:21 pm »
Thanks for the update.

I was not expecting a specific number but i am somehow surprised that not more units have been sold (since the game is really really good).

On the other hand there really is very little publicity... Well i'm doing my best to spread the word (only a bit selfish, i want my friends to play with me ;) )

Cheers,
K'Toff

Offline x4000

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Re: Playerbase
« Reply #3 on: November 04, 2009, 12:28:31 pm »
Publicity is definitely our big problem, but for an indie game we are still amongst the very best-selling of the year (edit: for the PC).  It just doesn't compare to the really big indie games (Braid, World of Goo), or the AAA titles.  But we should get there eventually, or at least that's the hope!  Thanks very much for your support, and I hope you have a great time playing co-op with those people you draft into playing with you. :)
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Offline Spikey00

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Re: Playerbase
« Reply #4 on: November 04, 2009, 01:46:23 pm »
IMO this game deserves more publicity.  Should be one of the nominations for best game of the year, in my opinion!
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Offline x4000

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Re: Playerbase
« Reply #5 on: November 04, 2009, 01:47:13 pm »
Well, here's hoping we get shortlisted as an IGF finalist!
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Offline Spikey00

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Re: Playerbase
« Reply #6 on: November 04, 2009, 02:06:13 pm »
Either way though, I bet this game will receive some deserved recognition.

Though... it would be nice if you guys had offer the game on Lockerz or some other way of which people who don't have access or refuse to use their credit cards online to obtain the game.
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Offline quickstix

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Re: Playerbase
« Reply #7 on: November 04, 2009, 06:29:20 pm »
Reminds me of something one of my lecturers said in relation to movies. 'Anything the critics love, mainstream doesn't see. If the critics hate it, the mainstream love it.'

It's such a shame AI War isn't doing better, because it really is the best RTS I've ever played and fixes every issue I've ever had with them, notably that most RTSes are more about rushing and learning build strategies (ie Starcraft, CnC), and not actual grand strategy (which is why I play so many TBS games instead). I've tried plugging it here in Australia to friends and on forums (to no avail :( ), but Australia has a lot of problems with relation to gaming and I could rant for hours about that.
« Last Edit: November 04, 2009, 06:31:10 pm by quickstix »

Offline x4000

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Re: Playerbase
« Reply #8 on: November 04, 2009, 09:29:20 pm »
Well... we're doing okay, really.  Player reaction, in general, has been really positive as well.  In our space, we've consistently been a top seller, so it's not just the critics that love us.  The really blockbuster games that you hear numbers for really skew people's expectations for how well normal games will sell.  If you look at various indie-focused projections of market size, etc, we're doing great for the PC.

Now, granted, I'd love to see a playerbase 10x or 100x the size that we currently have, but there's a good chance we can get there with time.  It's not like AI War is going to seem "dated" next year, unlike a lot of the larger AAA titles.  Games like TA, Rise of Nations, and even the venerable Starcraft started strong, but also had consistent high sales for a long time, years after their initial release.  On a smaller scale, I think that AI War has the potential to derive a similar effect through its focus on gameplay over whiz-bang graphics and such.  Look at Dwarf Fortress or Counter-Strike for that matter... games that are continuously updated and that have engaging, deep-for-their-genre-at-the-time-of-their-release gameplay, tend to do well over a longer period of time.  When we start hitting retail in various territories, and localized versions start coming out, and people see press for the various expansions over the years, we should be able to pick up new players on a consistent, if not a blisteringly-paced, basis.

Everyone wants to win the lottery, or be the next JK Rowling, but even if you look at JK Rowling -- her first three books did not do all that well at first, from what I recall.  Then all three were released at once in the US, and became a huge hit.  And of course as she expanded that world in meaningful ways through the continuation of the series in her later books, that's when she hit truly astronomical layers.

AI War, or any strategy game for that matter, will never have the mass appeal of a book like Harry Potter.  But, there's clearly a seven-figure market for certain strategy games over time; plenty of top strategy games hit the 1-2 million mark, and last I heard Starcraft is north of 8 million.  At some point, we'll have enough critical mass that we'll really "pop" into another level of sales.  It happened with our initial release on Impulse, with our first sale on Impulse, with our review on Crispy Gamer, with our review in PC Gamer, and with our 2.0/Steam release.

When 2.0 came out, our playerbase literally doubled in 24 hours.  Within 48 hours it had tripled the pre-2.0 number of players.  With every sale we do with Impulse (we have done three now), we've seen something like a 20% rise in units sold.  We've hit #2 on the sales charts (AAA and indie) at Impulse, #4 at GamersGate, and #9 at Steam (for a day).  We were top selling in our category (indie/strategy both) at Steam for a good while after our first sale there, and are still doing healthy.

I'd love to see the game do better than it is -- but I also don't want to downplay the success that we have had.  It's all been extremely hard-earned success, as we claw our way out into the wider market.  Nothing's been easy or handed to us in any way.  When and if things ever do hit a higher level, it won't be because we won a "lottery" of sorts.  So I'm pretty proud of that.

So yeah, the numbers might not be as stellar as we all might hope -- I had been wanting around 4x more units sold from the 2.0 release compared to what we actually saw, for instance -- but it's a workable situation as long as our numbers don't drop and our future titles sell reasonably well, and we're still doing astronomically well compared to what most indie titles are able to accomplish.  I'd much prefer to have more comfort in our budget, more room for slips or misses with future products, but I'm not feeling sorry for myself or anything.  To succeed, Arcen is going to have to keep clawing its way up, but that seems to be what we're good at.

I'm sure enough to be quitting my day job to do this fulltime in December, anyway, and that's betting a lot on this little company.  The future isn't certain, victory isn't assured, but we've got a darn good shot at victory.  To me, victory is getting to make the games I want as my job, for as long as I want to.  I think there's an excellent chance of that.
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Offline Spikey00

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Re: Playerbase
« Reply #9 on: November 04, 2009, 10:28:20 pm »
Ah, that would be the dream job!  Haha, I at times fantasize becoming 18 years old and playing... err I mean working at home and be sustained!  Would be far better than doing nothing for 5-8 hours a day playing AI Wars/web surfing/lurking around here/other.

Don't worry; when you establish the community, I am sure the rewards will become in abundance (though perhaps less manageable). 
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Offline RCIX

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Re: Playerbase
« Reply #10 on: November 04, 2009, 10:37:57 pm »
This seems like a good place to post, so:

Preordered!

You can add me to your growing list of "you make it, i'll buy it"  people (save any gory/bloody/etc. games, don't like those). Most definitely going to buy Feedback at some point, as well as probably your Tower defense.
(And of course your expansions for AI war)
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Offline x4000

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Re: Playerbase
« Reply #11 on: November 04, 2009, 10:50:50 pm »
Ah, that would be the dream job!  Haha, I at times fantasize becoming 18 years old and playing... err I mean working at home and be sustained!  Would be far better than doing nothing for 5-8 hours a day playing AI Wars/web surfing/lurking around here/other.

Don't worry; when you establish the community, I am sure the rewards will become in abundance (though perhaps less manageable). 

The only downside from working from home -- which I have been since 2007 -- is that it's not quite the restful place it once was.  You have to really be a bit of a recluse (which I sort of am), or make a point to get out to social events of some sort (which I do), to not go stir-crazy!
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Offline x4000

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Re: Playerbase
« Reply #12 on: November 04, 2009, 10:52:11 pm »
This seems like a good place to post, so:

Preordered!

You can add me to your growing list of "you make it, i'll buy it"  people (save any gory/bloody/etc. games, don't like those). Most definitely going to buy Feedback at some point, as well as probably your Tower defense.
(And of course your expansions for AI war)

Thanks for your support!  Very much appreciated, and I'm glad you've taken such a liking to our stuff.  Don't worry, there won't ever be anything gory/bloody from me.  I don't mind playing games of that sort (within reason) if the game is otherwise good, but it's definitely not the sort of thing I'd ever make.
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Offline geggis

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Re: Playerbase
« Reply #13 on: November 05, 2009, 01:40:54 pm »
I've got a couple of friends who are RTS fiends who I'm going to urge to have a crack at this. One is of the SupCom and TA School of Scale the other (my brother) is more accustomed to Sins, Homeworld and C&C. I, on the otherhand have difficulty with RTS but love TBS so this is unchartered water for me. A chance click on an email from Impulse introduced me to AI War. I'll pass the word on as much as possible! :)

Offline x4000

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Re: Playerbase
« Reply #14 on: November 05, 2009, 01:46:50 pm »
Very much appreciated!  Thanks for your support, and I'm glad you've taken a chance on AI War and have been enjoying it. :)
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