Author Topic: Rock Paper Collapse  (Read 8896 times)

Offline Aklyon

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Re: Rock Paper Collapse
« Reply #45 on: May 15, 2013, 08:58:04 am »
Regarding "it's done when it's done." There are exactly two kinds of developers who can do that: those who don't need the income from their games to survive because it is not their main job; and those that don't need the income from their next game because they are already incredibly rich.
And then theres Tarn Adams, who doesn't really seem to fit either category.

Offline x4000

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Re: Rock Paper Collapse
« Reply #46 on: May 15, 2013, 09:04:33 am »
I wouldn't compare this to grad school, as that's a whole different circle of hell!

There are many, many jobs that are harder than this one in some aspect or another.  Most are more unpleasant in some manner or other.  It's kind of a #FirstWorldProblem to complain about haters in the fashion I have been.  That said, it's still frustrating and an emotional rollercoaster (unlike, say, the Wifi not reaching the bathroom ;)).

I think that professional sports are a great analogy here, really.  Wouldn't it be great to be in the NFL (or pick your favorite sport?).  You just get to play your sport all day long!  Money and fame!  The cheers of the crowd!  It's awesome all the way through, right?  What about the boos, the bad press from time to time, the grueling work schedule, the concussions, and the huge amount of stress?  Among other things. 

Sure these professional athletes have their dream job, and it's what they aspire to; and so it seems crass of them to complain about it, in many people's opinion.  "If you don't like it, go be an accountant!  You knew what you were signing up for!"  But these folks largely just want to play their sport, you know?  Some are in it for the money maybe, but most of them just want to play.  And all this extra baggage that comes with it was kind of their "pound of flesh" they have to pay in order to be able to do so. 

That's kind of the case with indies, too.  It's a dream job, it's awesome, except when it's not.  I'm not sure where I was going with that.  Except I guess that it's frustrating who view it with completely rose-tinted glasses, anyway.
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Offline x4000

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Re: Rock Paper Collapse
« Reply #47 on: May 15, 2013, 09:07:57 am »
Regarding "it's done when it's done." There are exactly two kinds of developers who can do that: those who don't need the income from their games to survive because it is not their main job; and those that don't need the income from their next game because they are already incredibly rich.
And then theres Tarn Adams, who doesn't really seem to fit either category.

Okay, there is actually a third category, and I could be in it if I wanted: those people who stay extremely small (typically one person, occasional temporary contractors) and pursue one game with a single-minded focus for a huge amount of time.  They find a niche, a single great idea, and they make it their masterwork in an incredibly long-road sense.

That's a really admirable thing, and I have huge respect for him.  I could have done something similar with AI War I suspect, given the amount of revenue it still brings in and how the reactions to our ongoing support have been.  But for me, personally I just have so many different things that I want to do, not one.  I'm an R&D man at heart, and enjoy exploring new ideas.  Just sticking infinitely to one, even with that one growing and growing the whole time, would not be my preferred thing.  Still better than being pushed out of the industry, though.
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Offline madcow

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Re: Rock Paper Collapse
« Reply #48 on: May 15, 2013, 09:37:27 am »
A lone person working on a single game tuning it and tuning it to "perfection" seems like an amazing way to get into a rut unless you're extremely motivated ;) Even then you would need a good support structure for feedback.

And grad school at least has the advantage of a defined time frame - with wiggle room of course ;). It only -feels- like forever. :D

But right about the firstworldproblems, even the worst jobs in the US are better than none, or the conditions in some countries ;)

Offline x4000

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Re: Rock Paper Collapse
« Reply #49 on: May 15, 2013, 09:42:32 am »
Yep, all agreed.  And for the record, I don't feel like Tarn Adams is at all in a rut -- again, I think he's pursuing a masterwork and have immense respect for that.  But I feel like if I did the same sort of thing, I'd either be in a rut or feel like it.  That's part of why I've stepped back a good bit from AI War, and Keith has stepped in.  I still love AI War, and I'm involved in some of the planning parts and so forth, and I'll be more heavily involved again in the future I feel sure... but I was getting really burned out there and needed a change of scenery for a while.
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Offline Pepisolo

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Re: Rock Paper Collapse
« Reply #50 on: May 15, 2013, 09:50:10 am »
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Regarding "it's done when it's done." There are exactly two kinds of developers who can do that: those who don't need the income from their games to survive because it is not their main job; and those that don't need the income from their next game because they are already incredibly rich.

Or those that have a much tighter grasp on budget and scheduling than you seem to? I thought AIwar was a smash hit? You seriously didn't earn enough money from that game to not have to rush your next title? Was Tidalis rushed?

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The reality is that almost all developers are "push out" developers, as are most software developers in general. It's called a budget and a schedule, and we actually take more liberties wih ours than most developers are able to. Valley 2 was delayed by 3 months because it wasn't good enough prior to that. Shattered Haven was put on ice for 4 years while I figured out its needs. Skyward Collapse has always meant to be small and focused, and there's nothing that has been cut that is want to put back in if I had more time.

You have already said that you basically dropped the ball budget-wise with Valley 2. If you'd spent the Valley 2 money on a smaller project then there wouldn't have been such a mad rush to get it finished. Other developers may also be "push out" developers, but it just strikes me that you are pushing your deadlines too far, which is worrying. Whether that's due to financial pressures, poor budget control, or even just a certain attitude: whatever, I just think it's hurting the quality of your games a little too much.

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Google "kill your darlings," seriously.

Do you realise how condescending these "google ... " sentences are? Do you really want me to google it -- OK:

Up comes a film released in 2013. Description.

"A murder in 1944 draws together the great poets of the beat generation: Allen Ginsberg, Jack Kerouac and William Burroughs."

Not sure what relevance that has to the current debate, but thanks, anyway. Edit: okay, so it's a Faulkner quote. I've only read The Sound and the Fury (which was great) but I don't recognize the quote.

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I think the reason you have this impression of Arcen being "push out" where you might not with other developers is two fold...

Hey, you might have a point there. Being so open is a double-edged sword, certainly. Maybe my impression is wrong -- but I've got to stick by it. Your final game quality seems to be compromised by having such tight schedules. 

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Secondly, we don't really toot constantly about our own financial pressures until they start coming to a head. Valley 1 went 6 months over schedule to make sure it was as good as possible at the end, and we had -$6k in money when it launched. Less when Valley 2 launched. I completely avoided taking a salary this year until this month to make sure that the projects could get out in a quality way while we also didn't shed staff.

Sounds to me like it's really a budget control issue then. It shouldn't really get to the desperation stages of you having to not take a salary in order for the company to stay afloat. Obviously, this is going to put undue pressure on when you need to release that next game.

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With Skyward we're showing more discipline, have a stronger central idea, and are not letting scope creep take over the project. Nothing from our original beta-level designs has been cut except for crime, which was a late addition and turned out neither to be fun nor needed. Well, chapmen and traders were also cut for the same reasons, but they were not exactly direct gameplay in the decision making sense. Edicts were cut, but those were not in the original design and they've been actually replaced by something both more complex to code and more interesting. Same with score getting wrapped into that. All of that falls under prototyping iterations rather than cutting for time, anyhow.

I have no problems with crime being cut. Scoreboards I thought would have been great. What about multiplayer? Is that still making it in? Sounds also like you would have also liked to have  had a proper beta period, but you just don't have the time for one.

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Anyway, none of these are the attributes of a developer just pushing stuff out willy nilly.

Hey, I don't think you're pushing stuff out willy nilly, but you have had extremely harsh deadlines which can't be good for the game or yourself. I don't like to see you guys work 24 hour + shifts like you had to during AVWW2 as I recall.

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That's the idea here: Skyward is tight and interesting, and we'll see how it does. If well, then expansions.

I hope it does extremely well as I don't think I've seen the true Arcen, yet. I want to see the day when you have a lot less pressure on your shoulders and can take your time somewhat. Maybe that is an unrealistic scenario in the average life of an indie dev, though.

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Hopefully that makes sense....The Trenches.

I'll check out The Trenches. I really don't have the breadth of knowledge of how other indie developers work in order to say whether the way you operate is typical or not, although it might interesting to research the issue.

No hard feelings. I hope SC does amazingly well, maybe then you can afford to give your next game the time it deserves.
 



Offline Misery

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Re: Rock Paper Collapse
« Reply #51 on: May 15, 2013, 10:03:36 am »
Wasnt part of the problem though that the previous 3 games, Valley 1 and 2 and SH, simply didn't bring in as much money as they needed?  As far as I've known, that was one of the major contributing factors to the very tight schedule of this game, yes?  The sort of situation that doesnt leave alot of room for choice?

I mean, if that's the case, it's not really about design style or the way they're doing things or whatever, it ends up being about necessity.


.....or is that totally wrong and I'm just speaking gibberish?   Completely possible, that.   :P

Offline Pepisolo

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Re: Rock Paper Collapse
« Reply #52 on: May 15, 2013, 10:20:43 am »
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.....or is that totally wrong and I'm just speaking gibberish?   Completely possible, that.

Maybe not. I probably shouldn't have brought the issue up, it's just something that has been worrying me for a while. I wasn't 100% sure whether these tight deadlines are as a result of  financial pressures or as a result of having having a little too free an attitude when it comes to the original launch of the game. Whatever, it's probably not constructive at this point, so I'll just concede the issue. Maybe I just don't understand the world of indie development enough.

Offline x4000

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Re: Rock Paper Collapse
« Reply #53 on: May 15, 2013, 10:25:49 am »
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Regarding "it's done when it's done." There are exactly two kinds of developers who can do that: those who don't need the income from their games to survive because it is not their main job; and those that don't need the income from their next game because they are already incredibly rich.

Or those that have a much tighter grasp on budget and scheduling than you seem to? I thought AIwar was a smash hit? You seriously didn't earn enough money from that game to not have to rush your next title? Was Tidalis rushed?

Zing!  Wow, that's pretty insulting.  I've already stated that we're in the business of doing heavy R&D.  If I knew exactly what the project was going to be like before we started it, then certainly we could budget more easily.  If you want to make a clone of something existing, you can budget exactly what it would take (more or less).  If you're making something that nobody has ever made before, you have to plan for the unknown to some extent.

Tidalis was not rushed, but it also did not earn back the money that was spent on it.  AI War has been a smash hit over the course of four years, but bear in mind it's been the only thing that has broken even for us, and it's not like all that money arrived in one lump in 2009.  AI War has been the primary funding source for another five games, so I'd think that was doing pretty well, really.  There's a reason we were able to take 18 months making Valley 1, or 7.5 man years, and that was AI War.  That didn't earn back what we spent on it, so that makes more things troublesome.

You have already said that you basically dropped the ball budget-wise with Valley 2. If you'd spent the Valley 2 money on a smaller project then there wouldn't have been such a mad rush to get it finished. Other developers may also be "push out" developers, but it just strikes me that you are pushing your deadlines too far, which is worrying. Whether that's due to financial pressures, poor budget control, or even just a certain attitude: whatever, I just think it's hurting the quality of your games a little too much.

I don't think it's hurting the quality of our games, personally.  I'm proud of everything we've put out, and I feel like our quality bar is well above the average for indies as a group.  We don't compete with Bastion or whatever, but we're a lot more niche than that anyhow.  In terms of the Valley 2 budget, that did get a bit runaway but that again comes back to the nature of R&D.  It also comes back to some serious problems with the art budget, which I won't go into because that's a wasp's nest between two companies.  Suffice it to say, that project was our first experience working with another outside studio in collaboration, and the experience was the source of well over half of our budget problems.

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Google "kill your darlings," seriously.

Do you realise how condescending these "google ... " sentences are?

Sigh.  I was writing from my phone, but I apologize if it's condescending.  I'm not sure why we're suddenly arguing fiercely here.

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I think the reason you have this impression of Arcen being "push out" where you might not with other developers is two fold...

Hey, you might have a point there. Being so open is a double-edged sword, certainly. Maybe my impression is wrong -- but I've got to stick by it. Your final game quality seems to be compromised by having such tight schedules.

Compared to what?  What are the budgets and team sizes of the competitors you are comparing us to?  Are they pushing into hugely innovative territory, or are they doing "something familiar with a slight twist?"  Innovation has a large time (and thus money) cost, you know?  I think you're trying to look at a multifaceted issue as something that is black and white.  The reality of a situation is a lot more complex.  You can't really sum up the successes or failures of a project or a company in just a sentence, usually.  Not unless there is gross negligence that just sinks the whole thing, but that's not the case here.  There are people who love each and every one of our games, so we've made at least some folks happy every time.

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Secondly, we don't really toot constantly about our own financial pressures until they start coming to a head. Valley 1 went 6 months over schedule to make sure it was as good as possible at the end, and we had -$6k in money when it launched. Less when Valley 2 launched. I completely avoided taking a salary this year until this month to make sure that the projects could get out in a quality way while we also didn't shed staff.

Sounds to me like it's really a budget control issue then. It shouldn't really get to the desperation stages of you having to not take a salary in order for the company to stay afloat. Obviously, this is going to put undue pressure on when you need to release that next game.

What you are attributing to incompetence -- apparently -- is actually a natural flow of young companies.  We're past the startup stage, but into what is often referred to as "too small to be big, too big to be small."  The budgets and so forth always get smashed all to heck in that phase.  Basically we need staff in order to grow (and in order for me to have a less crazy schedule), but it's tough to afford that staff based on existing income.  So you run into a constant chicken-and-egg scenario.  There's an income hump there that we have to get over in order in order to be under less pressure.  We're close to that, and I think will hit that point this year.  But this is a pretty common theme among companies in our life stage.

Is the above slightly contradictory with my remarks about the R&D budgeting stuff?  Sure.  A lot of what I say can seem contradictory until you think about it a bit more and look at the bigger picture of the company.  Putting it in armchair physics terms, there are a ton of forces acting on one particle.  How does the particle move?  Well, it's complicated, right?  Various of the forces are clearly having an effect, but no one force is solely responsible for the movement of the particle.

What about multiplayer? Is that still making it in? Sounds also like you would have also liked to have  had a proper beta period, but you just don't have the time for one.

Yes, multiplayer is still making it in.  And actually, we've decided not to do a beta period because we did not want to, not because there was not time.  We could easily do a beta instead of a second round of alpha if we wanted, but there are some very compelling reasons not to do a beta.  With many of our future games, we probably will not do public betas anymore.  I wrote about it in more depth in another thread, but it comes down to basically not wanting to shoot the anticipation in the press and the public in the foot.  It's a complex issue, and I wrote about it much better in the beta thread I think.

Hey, I don't think you're pushing stuff out willy nilly, but you have had extremely harsh deadlines which can't be good for the game or yourself. I don't like to see you guys work 24 hour + shifts like you had to during AVWW2 as I recall.

Valley 2 was comparably tame; Valley 1 was the nightmare there near the end.  Though Valley 2 was no picnic either.  Shattered Haven and Skyward Collapse have both been much better in terms of overall workload (just ask my wife).  It's still not what I would hope, but we're making huge strides in the right direction.  The thing is that I can't wave a magic wand and just make everything easier.  It's true that I could fire all the staff and have a yearly income larger than most senators if I wanted to.  I could faff around and make smaller games and so forth if I wanted to do that.  I would also have to do EVERYTHING, and the pressure of doing that is not fun.  It's also a lot more productive working with a team, as many heads are better than one.  And I also want the people I work with to be able to keep their dream jobs.

So it comes back to that "too small to be big, too big to be small" thing.  Incidentally, I haven't cut staff income or required any other staff to work long hours.  It's all been on me and me alone in those regards.  I'm pursuing a growth strategy in order to ultimately ease things on myself by having some short-term pain in order to get things to be easier long-term.  So far it seems to be working, but it's a risky thing in some respects (not for the company as a whole, though).

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That's the idea here: Skyward is tight and interesting, and we'll see how it does. If well, then expansions.

I hope it does extremely well as I don't think I've seen the true Arcen, yet. I want to see the day when you have a lot less pressure on your shoulders and can take your time somewhat. Maybe that is an unrealistic scenario in the average life of an indie dev, though.

I take some mild umbrage with that, too.  In terms of the "true Arcen," here we are.  Good grief have we taken our time with AI War.  There's been no rush and it's been developed and incredibly refined over a super long period of time.  Same with Valley 1, including post-release.  We hit the end of what I felt like we could do that I was happy with with Valley 1, so we did Valley 2.  I'm super happy with how that turned out, and there's not anything I would really change.  I play it with my son and have great fun with it.  I'm not sure what I would add in an expansion.  Tidalis turned out extremely well, too.  We could have added more stuff as free DLC, as we had ideas for other game modes and such; but the reality was the game was already so huge it wasn't needed anyhow.

Shattered Haven is also something I'm really proud of.  We didn't get to add all the last endings into the game because of time pressure, but the game has had so little traction with the larger market that there's not much we can do about that.  I feel like the art in that game is a big thing holding it back, and that again comes back to some... external factors that we have since corrected and which I cannot go into.  I feel like that game looks as good as we could make it given our situation, but that's my main complaint with the game.

With Skyward, aside from wanting to do more in expansions, there's nothing that I'm dissatisfied with at this point.  I even love the way it looks, with a few nits here and there.

In terms of the "true Arcen," all that means to me is "Arcen with a facelift thanks to the money to hire outside contractors of the appropriate skill."  Beyond that, it's all incremental improvements and things we learn.  Skyward is very streamlined in the UI and so forth because that's something we're getting better at.  And we haven't thrown in every feature and the kitchen sink because we're learning that's a stupid thing to do on a number of levels.  So in terms of the "true Arcen," I suppose you could say we'll never fully see that, because (as with all things) we're changing and growing all the time.

But the key thing with those on a design level is that it's because we're still learning (as is everyone), not because we're rushed or whatever.

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Hopefully that makes sense....The Trenches.

I'll check out The Trenches. I really don't have the breadth of knowledge of how other indie developers work in order to say whether the way you operate is typical or not, although it might interesting to research the issue.

The Trenches is more about AAA, but yeah.  You'd be surprised how many AAA games are more rushed than ours.

No hard feelings. I hope SC does amazingly well, maybe then you can afford to give your next game the time it deserves.

No hard feelings, but I think you really have a very different view of things than I do.  Which is fine, but I think I'm closer to the data.  In terms of the "time it deserves," any project could take infinite time.  Seriously, there is always more that could be done or changed.  In terms of AI War or Valley 1, I think nobody in their right mind could claim those didn't get an incredible amount of time from us (and AI War continues to get that).  Skyward is getting all the time it needs; part of its design was such that it doesn't need as huge a testing cycle, because of the nature of how the game flow is.  It wasn't an accident that we chose that for our next project here.

TLDR: You seem to think we don't know what we're doing or are stumbling around in a panic, but I think that's pretty far from the truth.  There have been a lot of tough decisions to make, but that's the nature of business.  But none of our games have been universally reviled, all have been heartily loved by some faction or other, and some of them have been widely popular.  Revenues have grown every year, we've gotten to make a wide variety of games in different genres and not died from that, and we're continuously learning and improving rather than staying stagnant.  Holy heck that's a pretty solid business right there.  Not perfect, but nothing ever is.
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Offline Misery

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Re: Rock Paper Collapse
« Reply #54 on: May 15, 2013, 10:33:54 am »
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I don't think it's hurting the quality of our games, personally.


If it helps, that was pretty much my thought as well.   I know many others could potentially disagree with my view on it, but.... alot of those people are just looking at the art alone, and basing thing entirely on that.... which is of course the wrong idea, yet they'll do it anyway.

Honestly, I think the only thing that really could have gone better IS some aspects of the art, mostly relating to the unit sprites (in my opinion, that is), and maybe a bit more.... er..... "fluff", you know, like units "hopping" from one space to the next instead of bluntly sliding around, that sort of extra stuff.  And those, to me, are very minor, as overall I thought the look of the game was good.   But gameplay-wise?  As far as I know, pretty much everything that WAS supposed to go into the final, non-expansion version of the game, IS in the game (granted, with the woes not quite in just yet, but about to be). 

Offline x4000

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Re: Rock Paper Collapse
« Reply #55 on: May 15, 2013, 10:39:23 am »
Wasnt part of the problem though that the previous 3 games, Valley 1 and 2 and SH, simply didn't bring in as much money as they needed?  As far as I've known, that was one of the major contributing factors to the very tight schedule of this game, yes?  The sort of situation that doesnt leave alot of room for choice?

I mean, if that's the case, it's not really about design style or the way they're doing things or whatever, it ends up being about necessity.


.....or is that totally wrong and I'm just speaking gibberish?   Completely possible, that.   :P

Valley 1 brought in north of $300k, but because of how much we spent on that both pre and post release, that was not enough to cover our costs of making it.  More specifically, after Diablo 3 came out our revenue from that game took a sharp and sudden dive, so we weren't going to be able to sustain ourselves with our general level of staffing.  The art was the big complaint there, so we decided to try improving the art.  But there was a lot more than the art that I wanted to improve based on what we'd learned with Valley 1, so Valley 2 was born.  Based on problems with the art in particular, but also with the general scope of how large Valley 2 needed to be in order to really satisfy customer expectations (and our own), the budget for that game wound up crossing $200k, which was too expensive. 

It's worth noting that those two games will, combined, probably break even by the end of next year.  Unlike Tidalis, which it is now clear will never break even.

That said, Valley 2 was expected to pick up more of our monthly expenses based on what Valley 1 had done on its launch, and that didn't happen.  Since that didn't happen, that put some pressure on us that would not otherwise have been there.  Shattered Haven had already been inwork for a long while, though, and was our fallback.  I had hedged my bets when we started on Valley 2 by also starting on Shattered Haven; I felt like both games were strong, but that if either flopped the other would not and we'd thus have a nice safety net there.

The art budget woes are what initially made me have to skip my salary for two months.  That was unforeseen and unforeseeable... and something I can't really go into without getting at a wasp's nest.  Once Valley 2 launch in a disappointing fashion, then that's what made me have to skip my salary further.

Note that the Valley 2 disappointing earnings did not cause us to rush Shattered Haven forward.  We actually pushed back the release of Shattered Haven by another month to give it more time.  It was supposed to launch in February.  Where we really dropped the ball with SH and Valley 2 was with PR and marketing, because we tried something different that really didn't work.  So then we paid dearly for that.

Skyward was already the next project on the roster, and had been chosen with the new strategy of "smaller games, smaller budgets, less risk, and then follow up with stuff that catches on."  That was something that I had decided we were going to pursue since before Valley 2 launched, because I was tired of budgets that were capable of getting runaway based on fluctuations in our R&D, or problems with contractors, or whatever else.  So we'd already settled on that course of action before stuff hit the fan with Valley 2 and SH.

Like I said, the situation is always really complicated.
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Offline Mick

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Re: Rock Paper Collapse
« Reply #56 on: May 15, 2013, 10:41:09 am »
Hey now, look at how much you're making Chris post. You're distracting him from getting all those woes implemented! >:(

Offline x4000

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Re: Rock Paper Collapse
« Reply #57 on: May 15, 2013, 10:43:01 am »
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I don't think it's hurting the quality of our games, personally.


If it helps, that was pretty much my thought as well.   I know many others could potentially disagree with my view on it, but.... alot of those people are just looking at the art alone, and basing thing entirely on that.... which is of course the wrong idea, yet they'll do it anyway.

Cheers, I appreciate it.  In terms of better art, certainly that's a goal for the future.  But it's one of those things we have to bring in outside contractors for, and so we have to generate enough money to do that without compromising our central R&D budget.  And the more we spend on art, the more we increase our risk on a given project, which is also not something I'm keen to do just now.

Honestly, I think the only thing that really could have gone better IS some aspects of the art, mostly relating to the unit sprites (in my opinion, that is), and maybe a bit more.... er..... "fluff", you know, like units "hopping" from one space to the next instead of bluntly sliding around, that sort of extra stuff.  And those, to me, are very minor, as overall I thought the look of the game was good.   But gameplay-wise?  As far as I know, pretty much everything that WAS supposed to go into the final, non-expansion version of the game, IS in the game (granted, with the woes not quite in just yet, but about to be).

Cheers, I appreciate that also.  In terms of the units hopping around, I guess I just kind of feel like that would look odd, to be honest.  It is certainly possible to program, but it seems like it would be dizzying, and isn't how I move boardgame pieces anyhow.  It's also not something I've ever seen before in a digital boardgame, though obviously that doesn't mean it doesn't exist.  But going by Chess programs or whatever, they slide around like this.  As do the older Civ games, to my recollection.  That's what I was going for.
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Offline x4000

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Re: Rock Paper Collapse
« Reply #58 on: May 15, 2013, 10:43:16 am »
Hey now, look at how much you're making Chris post. You're distracting him from getting all those woes implemented! >:(

True, I need to stop this right now.
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Offline Pepisolo

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Re: Rock Paper Collapse
« Reply #59 on: May 15, 2013, 10:44:32 am »
OK. I understand. I think I made my main point, which was that I think that your games seem to suffer from being a little rushed (for the record I'm not referring to the art) -- hey, you don't agree with me and even if you did the harsh realities of being a game dev may not allow you to doing anything about this, anyway.

I didn't mean to be insulting, but I apologize as I obviously was. I did take offense at the "google ... ". These types of sentences always read to me as something like "hey stupid read a book".  So maybe some of that came through.

As far as budgeting and all that, yeah, you're the expert I should just keep out of it.

This conversation is not very constructive, I don't think, so I'll just drop it and kind of wish I hadn't initiated it. But, hey discussion is good right? Usually... 

Quote
Hey now, look at how much you're making Chris post. You're distracting him from getting all those woes implemented! >:(

Yep. Which is mainly why I regret starting the discussion. Sorry guys!
« Last Edit: May 15, 2013, 10:57:39 am by Pepisolo »