This is a post not like my usual ones. Usually I fire from the hip, say things I myself think later “Why did I say that” or otherwise think were not fully thought out. But this is something important to me, so I am trying to address it with the care it deserves:
What are the lessons we have learned from past Arcen failures?
NOTE: There will be a tl;dr in a seperate post, so as to present lessons that would benefit AIW2.
That is a bold, brash statement. But I feel like a level of frankness is needed here. AIW 2 is upon us, but we must address the lessons of the past so we can improve the future.
Let us start with Starward Rogue. A bullet hell. Let us be honest about bullet hells:1) Most of them are very small scale operations. Among steam I see them on average as among the lowest. I am not casting any judgment about quality or anything of the sort. They just are just small in sales.
2) Many are made by a handful of companies it would seem (I proclaim no detailed knowledge) and many seem to be of fairly consistent levels (not random) and it would seem that there are many sequels that go through evolutionary, not revolutionary, steps.
3) In general, the sense of advancement is that if you are good enough to make progress because you are good enough to “win” in beating the game, and then the goal is to refine that “win” through points or harder modes.
For me, this makes bullet hells among the most niche of the markets. If you are not already talented at them, it is difficult to persist playing them because it is hard to develop the skill from playing set. There is no goal of “Why should I play again” if you fail miserably the first time unless you absolutely love the game. This is a very common roadblock that has to be addressed and I have not seen addressed well. Examples that I have seen that do address it include:
1) New characters/ mechs/ etc that provide new options that the player can pursue
2) “Achievements” that present passive buffs to slightly ease the player in further gameplays
3) “Shortcuts” that provide opportunities mid game that were not present before
4) Features that otherwise enhance the player's ability to advance further into a game, which further provides enhancements to the player's odds of finally winning
Starward Rogue fails to provide any of these incentives. The result is that for most players after the first, second, or perhaps third play-through the player is feeling the lack of progression if they have not won the first time. Keep in mind most players do NOT like “FUN!”, and even if they do no one should assume they can match dwarf fortress in that regard. DF is the exception, not the rule, so don't follow that idea. Or to put it a different way failure discourages a player to play more usually.
Indeed, despite all the work on making every game feel different on a moment to moment level, on the grand scale of things it feels far to similar. Do X, then Y, rinse and repeat. If I am not skilled enough to actually beat the boss the third time since I already struggle on level 3, why should I keep playing? I have 10 other games calling for me. “I will play it later...” says the last time the casual plays SR.
In my opinion, SR lacks that overall arching theme of both “why” I am playing (a motive) and “why” I should play again (a sense of progression). If I do not have a reason why I should keep playing, I will not. And with that I have a lack of why I should ever tell someone about this game or buy any dlc or otherwise give a game legs.
So for me, a game without legs is wasting time putting a lot of efforts into making random rooms, etc, when in reality most players are not going to play enough to ever recognize those differences. Perhaps a more narrow focus on the amount of possible rooms and more of why the boss is important, or why the fight is happening, or mechanics to encourage further play. I know after you beat a game a story is repetitive, but is that really worst then someone who doesn't finish the game once because there is no story?
Case...Emergency...Raptor:A dinosaur FPS. Sounds fun, right? Others have thought that as well. The market is glutted. So it needs to be unique.
What is it that seems to give a FPS legs? Multiplayer, right? Or a tight, focused story. At least for me that is what I observed. There are some that go the RPG route as well.
I do not see CER having any of these features. Of the above, what CER could have benefited from a story. Something to provide purpose, a “why” to keep playing. CER did not have to face the issue of encouraging the player to advance further, because the was no meaningful failure nor was there an end trying to be reached. It was a proof of concept.
When I think about all the reasons it was delayed, I kept hearing “This is causing work up front but allows content to be added later.” But all that work didn't address the reason to pursue that content in the first place.
I am a raptor. I can wreck robots. Great. But after 5 minutes I think to myself “Why?” What is my goal? I can't die. I don't have a narrative, a background, a foe. I can't find a tease or anything like that. Reading on the forum of the backstory and lore of how this all fits in the arcen universe helps, but from the game itself I could not derive any of it.
So where I am going with all this? How does this relate to AIW2? I am bring all this up because AIW2 needs to incorporate the lessons from the first two games. Not all the lessons are directly applicable to AIW2, but they can still guide and provide prospective for future events.
On SR:Starward Rogue put a lot of resources to make random levels every time which is unique for the genre. The motivation to continue and actually take advantage of all this random design however was very lacking. I do not know how meaningful this omission was accounted for, by the time I voice it it was already far too late in the design cycle to include. I will also question the budget for such a game, it seemed high given genre's niche audience.
On CER:Raptor devoted a large amount of resources making what almost seems a new 3d game engine. I am sure a programmer is screaming right now, so let me elcudate so you can correct me on my error in jargon
A lot of resources were used to make custom models, lighting, and procedurally designed rooms. These created an astounding look that I would never have expected from a game company the size of Arcen. However, I find a lack of motivation to actually take advantage of it. I wonder where the “game” actually starts. I can't die and I fight robots. What is the goal again? Why am I fighting robots. All this world building that makes a game memorable just wasn't there, let alone teased at. Taking a step back, a lot of resources were used to make a game engine for a game that ultimately would not get a large audience anyway. Too large of a budget.