A big thing I'm trying to work on for the DQ2 engine is robust support for multiple resolutions, particularly HD. The previous game was hard-locked to 800x600.
Here's a screenshot from today's build of the DQ2 engine, using the DQ1 data set:
I'd post it in 1080p, but that's so big I need a fancier screenshot solution and I'm lazy so you can have 1600x900 for now.
I want to really nail this feature down as so many other things depend on it. The user interface has to scale properly (part of why I'm investing so much effort into that feature, source code available for free as flixel-ui, which has been adopted as the official UI solution for HaxeFlixel).
So far the current build lets me play through a lot of the DQ1 content (even importing old save files) -- of course battles and cutscenes are stubbed out for now until I can deal with scaling issues from resolution stuff, but this is great progress.
This does mean that technically we could re-release DQ1 in the new engine, but we're not committed to that just yet (though it remains an option).
You can read more in my Defender's Quest II devlog in the official Level Up Labs forum.
Showing posts with label Defender's Quest. Show all posts
Showing posts with label Defender's Quest. Show all posts
Defender's Quest 2 Engine progress - resolution!
Posted by
Lars Doucet
on Wednesday, May 7, 2014
Labels:
Defender's Quest
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Comments: (1)
Defender's Quest 2 March Update
Posted by
Lars Doucet
on Wednesday, March 26, 2014
Alrighty! Time for an update on where we are in Defender's Quest 2.
Those of you who follow me on twitter know I've been active, but I sometimes forget that our followers are spread out over multiple channels - our forum, our steam page, our gog page, our newsletter/website, our blog, etc. So, I'm going to try to shift from my "ignore everything but twitter" mode that I've unconsciously slipped into. From now on I'll try to supplement my daily twitter spew with decently-sized blog posts from time to time, and then link to them in all our forums, etc.
Oh, and my wife and I had our first baby (as did Anthony and his wife) about 8 months ago. So that's been a little bit of a time-sink :)
All that said, we have gotten plenty of stuff done and have some things to show. Alpha and Beta are still a ways off, and the official final release date is "When It's Done."
First I'm going to talk about the DQ1 legacy support we've been working on, then I'll get to the DQ2 stuff.
The biggest thing we've done for DQ1 legacy support is add five foreign language packs -- German, Japanese, Czech, Korean, and Russian. We contracted Fabian Bindel and Thomas Faust for our German translation, and worked with PLAYISM, a Japanese PC games publisher, for our Japanese translation. The japanese version just recently launched on their site (english page here).
The Czech, Korean and Russian translations were generously provided by awesome fan volunteers. (The Czech translation was provided by our own forum superstar 'coyot', the Korean translation was done by Team.SM, and the Russian translation by a large group of fans). It was a lot of work to get all these translations working, particularly when it came to user interface and font stuff, but we've learned a lot from the experience, and thanks to all that, DQ2's localization process will be a lot smoother.
In fact, we've already written the framework and released it under MIT license on Github, behold -- FireTongue! Like the rest of DQ2, it's written in Haxe, and is already being used in other cross-platform games, like this one! It was even featured in a brief talk at this year's GDC localization summit.
SteamOS, bugs, etc
We fixed a lot of bugs and have been working on getting DQ1 running on SteamOS ever since we attended Steam Dev Days. Since DQ1 is still stuck with Adobe AIR, this is not an easy task. Although we have a good solution for regular Linux distributions (Ubuntu, Mint, etc), SteamOS is harder to get working. The difference is that SteamOS has a unique default setup that changes how the default user interacts with commands like sudo.
It's easy enough to work around it on my SteamBox by messing with the configuration, but we need to create a simple script that will work flawlessly for any user using only default factory settings. Thanks to the heroic efforts of Alexander Sturm and the nice folks at Valve, we've finally figured it out, but it's not up and running *just* yet. As you can imagine, I can't wait to have all my tech running natively on Linux via Haxe rather than AIR, as I blogged about recently.
We also need to get a Linux build ready for GOG Linux. Given that the intersection of GOG players and Linux users are solidly unified in their hatred of Adobe AIR, this is more of a delicate communication problem for us to solve rather than a technical one, but we'll get it sorted out soon enough.
Thagomizing
Finally, I've been steadily looking for opportunities to chase DQ1's "Stegosaurus Tail." You can read the linked article to get the full story, but the short version is that we've made more money in the second year of release than in the first.
By relentlessly chasing down promotional opportunities, we can keep introducing brand new people to DQ1, keep the bank account afloat, and thanks to our silly mini-ARG update, let new players know about DQ2 and drive pre-orders. Maintaining DQ1 sales is important because we don't want to rely entirely on pre-order revenue; the entire purpose of running a low-key "anti-kickstarter" is to avoid the intense pressure and hype usually associated with traditional crowdfunding drives.
FUN FACT: in the aftermath of writing the aforementioned article, I learned that the proper scientific term for the spiky bit of a stegosaurus tail is a "Thagomizer", originally coined by Gary Larson in a Far Side cartoon, and has since been officially adopted by paleontologists!
So from now on, I'm using the verb "to thagomize" to refer to the act of pursuing promotional opportunities for an old video game in order to drive further sales spikes on the long tail.
Before I go any further, allow me to properly deflate your expectations with a metaphor.
The Iceberg Effect
Here's a picture of an iceberg. Notice that almost all of it is under water, and only a tiny bit pokes above the surface:
A lot of work goes into making a video game, but the only part you can really experience as a player is the bit that pokes above the surface of the water. You see the graphics, the audio, the controls, but you can't see the thousands of lines of code behind the surface that keep the whole structure in order. And even if you could, you couldn't see all the planning, discussion, communication, etc.
When you're watching a game in development, what you're going to see is a whole lot of nothing for a long time, and then suddenly it will seem as if there's a sudden flurry of activity close to the end as stuff finally starts to poke up above the water line.
Only a few of you were following us back in DQ1 pre-alpha days, and absolutely nobody was following us for the whole first year of its development. For most of you (especially post-Steam), DQ1 just arrived fully-formed without having to wait for anything. So, please understand that "visual progress" is a really terrible metric for actual progress.
With all that said, here's what we've go to show for ourselves so far.
You can expect the same level of detail/visual fidelity in our battles, though I doubt very many will take place inside of a town. The above is more likely to be used in our in-engine cutscenes for when our characters are in a domed city.
And here's some random bits of concept art:
Top: Domed city exterior and interior Bottom: Emperor, soldiers, scavengers exploring the surface.
Here's a sketch of what our overworld map might look like:
And here's a new character we've been working on, who just goes by the name "Smug Captain" for now:
Dean Dodrill is still on board for this project, but he's had to take some time off to properly support/thagomize his last project, Dust: An Elysian Tail, and recover from a brutal, multi-year development slog. So we don't have any animations to show just yet, but we'll let you know when we do.
Meanwhile, Kevin has been working on some of our first music tracks, which you can listen to here:
Defender's Quest 2 concept piece (mp3)
"Enemy City" WIP piece (mp3)
Untitled WIP piece (mp3)
Kevin wants me to SUPER EMPHASIZE that NONE OF THIS IS FINAL, it's all very early/rough work, and it will almost certainly change before the game hits final release.
We've made a lot of progress porting the Defender's Quest engine (known internally as the "TDRPG Engine") over to Haxe/OpenFL. I'm a big fan of open source development, so I'm releasing whatever bits I can as open source, under the MIT license. Since I started doing this, I've been officially accepted as a regular contributor to the HaxeFlixel project, and two of my libraries have been officially adopted into HaxeFlixel itself. The TDRPG engine itself remains private, but I like spinning off little bits of it wherever it makes sense to do so.
My most notable contributions include:
NOTE: this is open-source development, so all "my" stuff has received lots of bugfixes and improvements from the HaxeFlixel community, for which I am very grateful.
When will Alpha be? I hope to have something playable before the first half of the year is over, but no promises.
Other stuff we're looking into is whether it's worth it or not to plan for a console release. Now, there's no chance we'd be interested in from-scratch ports, so everything depends on us being able to get the Haxe/OpenFL stack working for those systems. In theory, it's possible, it's just a matter of building out the native targets. So far we've made some good progress using HTML5 (believe it or not) for the WiiU's Nintendo Web Framework, but what we'd really like is truly native support on everything, especially the 3DS and PS3/4. We're putting little feelers out and seeing if we can find the right people for this, because I sure as heck can't build it myself. So far we have some promising leads but we can't announce any of that just yet. Let's just say I'm not regretting switching to Haxe.
And in any case, our top priority is getting the game running on Windows/Mac/Linux. If -- and I do emphasize "IF" -- we release on console, we will make sure that is most certainly not at the expense of PC development.
Those of you who follow me on twitter know I've been active, but I sometimes forget that our followers are spread out over multiple channels - our forum, our steam page, our gog page, our newsletter/website, our blog, etc. So, I'm going to try to shift from my "ignore everything but twitter" mode that I've unconsciously slipped into. From now on I'll try to supplement my daily twitter spew with decently-sized blog posts from time to time, and then link to them in all our forums, etc.
What We've Been Doing
First of all, until very recently we've been finishing up the last bits of legacy support for the original Defender's Quest. Now, you might ask, "Why would you spend all that time supporting an old game when you have a shiny new sequel to work on?" Several reasons:- It builds up sustainable long-term revenue
- Our strategy is to slowly build DQ2 preorders over time to avoid Kickstarter-style pressure.
- Send a clear signal that we really do support our games long-term
Oh, and my wife and I had our first baby (as did Anthony and his wife) about 8 months ago. So that's been a little bit of a time-sink :)
All that said, we have gotten plenty of stuff done and have some things to show. Alpha and Beta are still a ways off, and the official final release date is "When It's Done."
First I'm going to talk about the DQ1 legacy support we've been working on, then I'll get to the DQ2 stuff.
DQ1 Stuff
Six languages!
The biggest thing we've done for DQ1 legacy support is add five foreign language packs -- German, Japanese, Czech, Korean, and Russian. We contracted Fabian Bindel and Thomas Faust for our German translation, and worked with PLAYISM, a Japanese PC games publisher, for our Japanese translation. The japanese version just recently launched on their site (english page here).
The Czech, Korean and Russian translations were generously provided by awesome fan volunteers. (The Czech translation was provided by our own forum superstar 'coyot', the Korean translation was done by Team.SM, and the Russian translation by a large group of fans). It was a lot of work to get all these translations working, particularly when it came to user interface and font stuff, but we've learned a lot from the experience, and thanks to all that, DQ2's localization process will be a lot smoother.
In fact, we've already written the framework and released it under MIT license on Github, behold -- FireTongue! Like the rest of DQ2, it's written in Haxe, and is already being used in other cross-platform games, like this one! It was even featured in a brief talk at this year's GDC localization summit.
SteamOS, bugs, etc
We fixed a lot of bugs and have been working on getting DQ1 running on SteamOS ever since we attended Steam Dev Days. Since DQ1 is still stuck with Adobe AIR, this is not an easy task. Although we have a good solution for regular Linux distributions (Ubuntu, Mint, etc), SteamOS is harder to get working. The difference is that SteamOS has a unique default setup that changes how the default user interacts with commands like sudo.
It's easy enough to work around it on my SteamBox by messing with the configuration, but we need to create a simple script that will work flawlessly for any user using only default factory settings. Thanks to the heroic efforts of Alexander Sturm and the nice folks at Valve, we've finally figured it out, but it's not up and running *just* yet. As you can imagine, I can't wait to have all my tech running natively on Linux via Haxe rather than AIR, as I blogged about recently.
We also need to get a Linux build ready for GOG Linux. Given that the intersection of GOG players and Linux users are solidly unified in their hatred of Adobe AIR, this is more of a delicate communication problem for us to solve rather than a technical one, but we'll get it sorted out soon enough.
Thagomizing
Finally, I've been steadily looking for opportunities to chase DQ1's "Stegosaurus Tail." You can read the linked article to get the full story, but the short version is that we've made more money in the second year of release than in the first.
By relentlessly chasing down promotional opportunities, we can keep introducing brand new people to DQ1, keep the bank account afloat, and thanks to our silly mini-ARG update, let new players know about DQ2 and drive pre-orders. Maintaining DQ1 sales is important because we don't want to rely entirely on pre-order revenue; the entire purpose of running a low-key "anti-kickstarter" is to avoid the intense pressure and hype usually associated with traditional crowdfunding drives.
FUN FACT: in the aftermath of writing the aforementioned article, I learned that the proper scientific term for the spiky bit of a stegosaurus tail is a "Thagomizer", originally coined by Gary Larson in a Far Side cartoon, and has since been officially adopted by paleontologists!
So from now on, I'm using the verb "to thagomize" to refer to the act of pursuing promotional opportunities for an old video game in order to drive further sales spikes on the long tail.
"What you been up to lately?"
"Oh, the usual - coding, blogging, thagomizing."
DQ2 Stuff
Okay, so you probably want to hear about all the DQ2 stuff we've been doing!Before I go any further, allow me to properly deflate your expectations with a metaphor.
The Iceberg Effect
Here's a picture of an iceberg. Notice that almost all of it is under water, and only a tiny bit pokes above the surface:
| Via Wikipedia (source) Uwe Kils (iceberg) and Wiska Bodo (sky). |
A lot of work goes into making a video game, but the only part you can really experience as a player is the bit that pokes above the surface of the water. You see the graphics, the audio, the controls, but you can't see the thousands of lines of code behind the surface that keep the whole structure in order. And even if you could, you couldn't see all the planning, discussion, communication, etc.
When you're watching a game in development, what you're going to see is a whole lot of nothing for a long time, and then suddenly it will seem as if there's a sudden flurry of activity close to the end as stuff finally starts to poke up above the water line.
Only a few of you were following us back in DQ1 pre-alpha days, and absolutely nobody was following us for the whole first year of its development. For most of you (especially post-Steam), DQ1 just arrived fully-formed without having to wait for anything. So, please understand that "visual progress" is a really terrible metric for actual progress.
With all that said, here's what we've go to show for ourselves so far.
Arts!
Karen Petrasko has been working on some new concept art! Here's what the inside of a domed city might look like (click for hi-res mockup):You can expect the same level of detail/visual fidelity in our battles, though I doubt very many will take place inside of a town. The above is more likely to be used in our in-engine cutscenes for when our characters are in a domed city.
And here's some random bits of concept art:
Top: Domed city exterior and interior Bottom: Emperor, soldiers, scavengers exploring the surface.
Here's a sketch of what our overworld map might look like:
And here's a new character we've been working on, who just goes by the name "Smug Captain" for now:
Dean Dodrill is still on board for this project, but he's had to take some time off to properly support/thagomize his last project, Dust: An Elysian Tail, and recover from a brutal, multi-year development slog. So we don't have any animations to show just yet, but we'll let you know when we do.
Musics!
Meanwhile, Kevin has been working on some of our first music tracks, which you can listen to here:
Defender's Quest 2 concept piece (mp3)
"Enemy City" WIP piece (mp3)
Untitled WIP piece (mp3)
Kevin wants me to SUPER EMPHASIZE that NONE OF THIS IS FINAL, it's all very early/rough work, and it will almost certainly change before the game hits final release.
Programmings!
We've made a lot of progress porting the Defender's Quest engine (known internally as the "TDRPG Engine") over to Haxe/OpenFL. I'm a big fan of open source development, so I'm releasing whatever bits I can as open source, under the MIT license. Since I started doing this, I've been officially accepted as a regular contributor to the HaxeFlixel project, and two of my libraries have been officially adopted into HaxeFlixel itself. The TDRPG engine itself remains private, but I like spinning off little bits of it wherever it makes sense to do so.
My most notable contributions include:
- flixel-ui: a GUI library made entirely of flixel-native widgets, so you can intermingle them with other flixel objects, rather than awkwardly overlay a UI pane over your flixel canvas. This started by porting over legacy DQ1 code, but has since been massively improved. It's also easy to integrate with firetongue, so automatically making buttons twice as big in German mode is easy!
Defender's Quest has an enormous amount of interface, so this and the battle engine represent the bulk of the coding work.This is just a demo -- DQ2 will look much better - flixel-editors: a set of editing tools for flixel. Right now it only has my "Animator" tool, but it should have more stuff soon enough.
The Animator tool is not for building animations from scratch, but rather for previewing spritesheets in-engine, and building individual animation sets out of frame indeces. It also lets you set "sweet spots" to define where projectiles (for example) should originate in an attack animation, and various other features.
It also comes with built-in support for re-coloring both pixel-based and "HD style" sprites. In the screenshot you can see an example of the latter -- I'm using a sprite from Glitch to test with for now while we work on getting more our own stuff ready.
It's important for us to know what the basic limitations of our tech is so it also has the ability to run rudimentary stress tests. We'll need better benchmarks to really know where the boundaries are, but initial results seem promising, and way better than what DQ1 could handle:
We plan on having a cutscene and level editor eventually, too. I haven't decided yet whether those should be open-source, too, but I'm leaning towards it.
Why am I spending so much time with tools and stuff?
50-75% of DQ1's development time was CONTENT CREATION, and LOTS of time was wasted manually processing/integrating content with bare-bones tools (text editors and photoshop, basically). - firetongue: my localization framework. Originally ported from DQ1 code, but massively improved.
- flixel-demos: I didn't create this repository, which showcases various flixel features, but I did contribute these individual demos: cursor, heatmap pathfinding, blend modes, rpg interface, file browse (Note: file browse has to be compiled on native targets to see its full functionality). All of these demos are the result of me testing features we needed for DQ2.
NOTE: this is open-source development, so all "my" stuff has received lots of bugfixes and improvements from the HaxeFlixel community, for which I am very grateful.
What's Next?
So there's still a lot of work to be done. I really need to dig into the new battle system engine, and story material is starting to mature. Then we can draw on that for a few story announcements, we can get art from that, get music from that, etc, and roll that all back into the design.When will Alpha be? I hope to have something playable before the first half of the year is over, but no promises.
Other stuff we're looking into is whether it's worth it or not to plan for a console release. Now, there's no chance we'd be interested in from-scratch ports, so everything depends on us being able to get the Haxe/OpenFL stack working for those systems. In theory, it's possible, it's just a matter of building out the native targets. So far we've made some good progress using HTML5 (believe it or not) for the WiiU's Nintendo Web Framework, but what we'd really like is truly native support on everything, especially the 3DS and PS3/4. We're putting little feelers out and seeing if we can find the right people for this, because I sure as heck can't build it myself. So far we have some promising leads but we can't announce any of that just yet. Let's just say I'm not regretting switching to Haxe.
And in any case, our top priority is getting the game running on Windows/Mac/Linux. If -- and I do emphasize "IF" -- we release on console, we will make sure that is most certainly not at the expense of PC development.
The Stegosaurus Tail: when "The Long Tail" grows spikes.
Posted by
Lars Doucet
on Monday, December 16, 2013
You may have heard of "The Long Tail." For games, it means your sales start off strong and quickly taper off. This force drives the retail marketing cycle -- launch a game to extreme hype, sell it like crazy, then immediately abandon it and move on to the next thing.
Basically, if you reduce the cost of inventory and distribution, there's as much money to be made from selling an ocean of niche products by the drop as there is in selling big hits by the boatload. This strategy is at the heart of industry titans like Amazon, Netflix, and Steam.
Of course, that strategy is reserved for big content aggregators who make their money regardless of whether any specific product does well. But can individual developers take advantage of the long tail, too? Bennet Foddy thinks so: in his GDC Talk, Learning to QWOPerate, he talks about how he self-published many small games on his site and used them to cross-promote one another. Eventually he stacked up all the long tails and made sustainable advertising revenue.
It's hard for me to take advantage of Foddy's method because I don't make lots of small games one
after another -- it would take me years to build up a back catalog at the level of polish and scope I'm used to. So for now all I've got is one commercial title - Defender's Quest. And if all Defender's Quest's got was a Long Tail, I'd be screwed. Instead, it grew spikes and became a Stegosaurus Tail.
That's a chart* of our lifetime daily sales revenue over nearly two years. The far left side of the curve resembles the "Long Tail" -- a large initial spike quickly tapering off. But even this spike is noisy - as noted in Defender's Quest: By the Numbers, part 1, sales initially spiked with press coverage, then again when our demo was featured on Kongregate and Newgrounds. We had a few more small spikes from our big, free, "Gold Edition" update, but nothing major until our launch on Steam and GOG -- which brings us to where where we were at in Defender's Quest: By the Numbers, part 2.
But after that, we had the Steam Linux Sale, various GOG promotions, and another huge surge when we launched our Steam Workshop support. Spike after spike, often several months apart.
*Parenthetical: why distort the stats?
But so what? How does this change the game?
Well, first of all...
We took a different approach. Instead of immediately moving on to Defender's Quest II we put a lot of time into bug-fixes, patches, and content updates. Our biggest patch, "Gold Edition," upgraded our art style added New Game+ mode, and lots more. This was a gamble, improving the game to catch Steam's attention, and fortunately, it paid off (this was before greenlight). From that point on we looked for every opportunity to turn a content update into an excuse for a partner to promote the game. Examples include the Steam Linux launch and our Steam Workshop sale - the latter being one of our largest spikes ever. We've also had a lot of success in getting promotions from GOG.com.
But before you go off and spend a lot of time and money on a content update, it's best to get your distribution partner to agree to a promotion ahead of time, in writing.
The next implication is...
Accordingly, here's an interesting stat - while the full price has increased over time, the average price per purchase has remained about the same. All that's really changed is how deep we can make our discounts. In a perfect world I'd just keep the same medium price all the time, but that's just not how human psychology works.
Developers often worry that players will complain about a higher price, but it's important to remember those players can always trade money-dollars for time-dollars by waiting for a sale. (You can see this process play out in this thread on our steam forum).
But temporary discounts won't do much by themselves - you also need...
Ever heard of Monroe's Motivated Sequence? It's a rhetorical structure from Communication theory, and if you've ever watched an infomercial you'll recognize it: attention --> need --> satisfaction --> visualization --> call-to-action. In other words, basic salesmanship. Take it away, Rhett & Link:
Video game sales promotions, be they Steam Sales, GOG Sales, Humble Bundles, etc, loosely follow this structure. They get your attention, show off cool games you've been waiting to play, give you lots of visuals, info, demos, and a ticking clock that presses you to act now!
This is nothing new - department and grocery stores have been doing this since the late Cretaceous, and I'm surprised it's taken the games industry this long to evolve beyond the "launch at Full Price, then chuck it in the Bargain Bin" cycle I grew up with. Promotions give games a second wind.
But even if your distributor is on the side of the angels, it's still easy to get lost in their roster of other developers. "The squeaky wheel get the grease," as the saying goes -- if you don't ask for a promotion, you won't get it, and the only one advocating for your game is you. We talk to our distributors every time we start working on a content update, and we check in weeks or months ahead of every seasonal sale to make sure they don't forget us. Also, we frequently volunteer whenever our distributors roll out a new feature or promotional campaign.
And as long as our interests align, I'm happy to do little favors here and there. For instance, I'm a big fan of GOG.com, so I've done several promos for them to help them reach out to other indie game developers. Another example is Kongregate, who promoted our game when we added an in-game incentive for anonymous users to sign up for Kongregate accounts. Now, I'm not advocating for being a corporate sell-out or an amoral shill ready to do every horrible thing in the book just to get revenues. I'm just saying that in ideal circumstances, your distributor relationship is a true partnership -- you help them, they help you, and everybody wins.
All that said, it's important to remain vigilant because even the nicest portal today could turn to the dark side tomorrow, or the "Extract Phase," as Dan C. would put it. It happened with Big Fish Games in the casual market when they slashed developer revenue share, it happened with Apple and Facebook, and it tends to happen with console generations once they start to mature. The thing to look out for is "Rent-Seeking Behavior." Now, as above-board and transparent as companies like Valve are, nobody knows the future. Gabe Newell could always get struck by lightning, and an evil hedge fund could seize control of Valve and clean house. Wills can be and often are flagrantly ignored if the estate is valuable enough. As Moxie Marlinspike would say, it's not about trust, it's about trust agility.
So those are a few ways the Stegosaurus Tail phenomenon changes the post-release game plan. But if you look closely at history, Steggy has been with us all along.
GOG.com has been doing the same thing with classic PC games for years -- taking old abandonware gems, polishing them up, and giving them a new lease on life. Major publishers have since joined in and even Steam has joined the party, most notably with System Shock 2.
What's really cool, though, is Steggy's power to re-write history. Double Fine's Psychonauts was a critical classic but a financial flop, until it was re-released on PC many years later and finally got its chance to shine in the light of Steam Sales and Humble Bundles.
What works for the big boys can also work for us small developers -- if you're able to release multiple games, you can use them to drive interest in one another, giving your back catalog a kick every time you come out with something new. For instance, Zeboyd games sells Breath of Death VII and Cthulhu Saves the World as a double-pack, and included these and other games of theirs as backer rewards for Cosmic Star Heroine's Kickstarter campaign.
We've been doing the same thing -- Defender's Quest 1 now comes free with every pre-order of Defender's Quest 2, and we've updated the original game with a free in-game item for those who visit the Defender's Quest 2 page. Since we added that feature, not only do DefQ2 preorders closely track DefQ1 sales, daily DefQ2 preorder revenue exceeds daily DefQ1 sales revenue.
We still have a few tricks up our sleeve to add a few final spikes to our tail. When we first launched, nearly all of our direct revenue was driven by referral traffic from our web demo hosted on Kongregate and Newgrounds, so we're in touch with both of those sites about future promotions. Also, we'll soon be launching a Japanese translation as part of our new partnership with Playism, distributors of awesome Japanese indie games like La-Mulana and One-Way Heroics, and a German translation should go out any day now.
And before I close, I want to note that no single strategy works for everyone, nor does it work forever. Much has changed since Defender's Quest first launched -- back then, Steam was hard to get into, but easy to get noticed on. Today, with indie games literally being greenlit by the hundreds, it looks like the future will be the reverse. Maybe Steam will follow my predictions and solve discoverability in a way that's both sane and equitable, but that's far from certain. Furthermore, the long-term effects of Steam-style promotions is unknown. With players building up huge backlogs, will they keep buying new games like they used to?
With the ground shifting underneath us, and amidst all this talk of an "Indie Bubble," I think it's best to double down on the fundamentals -- sell direct, know your audience, make sure they know you, diversify your sales channels, and if you've got a back catalog, milk it for all it's worth.
The last lesson I've learned is this -- a great game is not disposable. Just like a little kid watching Star Wars for the first time, someone out there is waiting for your awesome game to captivate them, they just don't know it yet.
The Long Tail
Chris Anderson's book, The Long Tail: Why the Future of Business is Selling Less of More notes that given enough time, the "long tail" (the yellow part of the graph) can reach or exceed the size of the initial spike (the green part).Of course, that strategy is reserved for big content aggregators who make their money regardless of whether any specific product does well. But can individual developers take advantage of the long tail, too? Bennet Foddy thinks so: in his GDC Talk, Learning to QWOPerate, he talks about how he self-published many small games on his site and used them to cross-promote one another. Eventually he stacked up all the long tails and made sustainable advertising revenue.
The Stegosaurus Tail
It's hard for me to take advantage of Foddy's method because I don't make lots of small games one
after another -- it would take me years to build up a back catalog at the level of polish and scope I'm used to. So for now all I've got is one commercial title - Defender's Quest. And if all Defender's Quest's got was a Long Tail, I'd be screwed. Instead, it grew spikes and became a Stegosaurus Tail.
But after that, we had the Steam Linux Sale, various GOG promotions, and another huge surge when we launched our Steam Workshop support. Spike after spike, often several months apart.
*Parenthetical: why distort the stats?
In previous sales articles I gave detailed sales stats, including per-platform revenue breakdowns, but recent changes in the terms of service with some of our distribution partners forbid me from doing so again. The sales chart is thus intentionally fudged -- our real chart has the same overall shape but the exact daily sales are arbitrarily different.
The portal(s) said they changed the rules because they have to keep developers' sales data confidential. So, in theory we could publish detailed stats, but people on the internet are too good at math -- they can combine those stats with sales chart positions to estimate another developer's confidential figures, and portals are afraid to indirectly expose another developer's confidential sales stats. I *am* still allowed to publish total PC sales stats across all channels mixed together, but I'm choosing not to do so at this time.
The portal(s) said they changed the rules because they have to keep developers' sales data confidential. So, in theory we could publish detailed stats, but people on the internet are too good at math -- they can combine those stats with sales chart positions to estimate another developer's confidential figures, and portals are afraid to indirectly expose another developer's confidential sales stats. I *am* still allowed to publish total PC sales stats across all channels mixed together, but I'm choosing not to do so at this time.
Implications
I suspect most games on Steam and similar portals have stegosaurus-tail sales charts -- for instance, here's the sales chart for Garry's Mod:
But so what? How does this change the game?
Well, first of all...
Long-term support can actually pay off!
Under the Long Tail, the post-release sales strategy is to abandon your game. Give it just enough post-launch support while it's still selling strong, then move on to your next project.We took a different approach. Instead of immediately moving on to Defender's Quest II we put a lot of time into bug-fixes, patches, and content updates. Our biggest patch, "Gold Edition," upgraded our art style added New Game+ mode, and lots more. This was a gamble, improving the game to catch Steam's attention, and fortunately, it paid off (this was before greenlight). From that point on we looked for every opportunity to turn a content update into an excuse for a partner to promote the game. Examples include the Steam Linux launch and our Steam Workshop sale - the latter being one of our largest spikes ever. We've also had a lot of success in getting promotions from GOG.com.
But before you go off and spend a lot of time and money on a content update, it's best to get your distribution partner to agree to a promotion ahead of time, in writing.
The next implication is...
Don't compete on price!
When Defender's Quest first launched, the full price was $7. When we launched the Gold Edition upgrade, we raised the price to $10, and finally settled at $15 after launching on Steam. However, the game's full price is essentially a fiction -- you can see from the chart (and our previous articles) that pretty much all the revenue comes during promotional periods when the game is on sale. The full price is therefore just how much room you're giving yourself to go down during promotions.Accordingly, here's an interesting stat - while the full price has increased over time, the average price per purchase has remained about the same. All that's really changed is how deep we can make our discounts. In a perfect world I'd just keep the same medium price all the time, but that's just not how human psychology works.
Developers often worry that players will complain about a higher price, but it's important to remember those players can always trade money-dollars for time-dollars by waiting for a sale. (You can see this process play out in this thread on our steam forum).
But temporary discounts won't do much by themselves - you also need...
Promotion!
"Sell your game for less and make up for it in volume" says conventional wisdom, but this only works if you can actually count on that volume to actually show up and notice that your game's on sale. The persuasive power of the promotion drives the sale, not the mere fact that it's discounted. For instance, Democracy 3 was Positech's fastest-selling game ever, even though it released at full price without the customary launch discount. Promotion drove those sales, not pricing.Ever heard of Monroe's Motivated Sequence? It's a rhetorical structure from Communication theory, and if you've ever watched an infomercial you'll recognize it: attention --> need --> satisfaction --> visualization --> call-to-action. In other words, basic salesmanship. Take it away, Rhett & Link:
Video game sales promotions, be they Steam Sales, GOG Sales, Humble Bundles, etc, loosely follow this structure. They get your attention, show off cool games you've been waiting to play, give you lots of visuals, info, demos, and a ticking clock that presses you to act now!
This is nothing new - department and grocery stores have been doing this since the late Cretaceous, and I'm surprised it's taken the games industry this long to evolve beyond the "launch at Full Price, then chuck it in the Bargain Bin" cycle I grew up with. Promotions give games a second wind.
I define a promotion as strong consumer attention combined with a strong call-to-action. It's not just any attention. For instance, new developers often think exposure from a great review will make them rich, but I can say from experience it won't. Some articles have given us modest sales spikes, sure, but just as often we've had glowing write-ups that didn't even move the needle. And that's fine -- critical acclaim and financial success have never been joined at the hip, nor should they be. But if you're looking for raw sales, it's promotions you want. And the best promotions are front-page attention from a major distributor.
So, if you're looking to add spikes to your stegosaurus tail...
Get real friendly with your distributors!
Ideally, the relationship between developer and distributor is symbiotic -- the distributor gets a cut of your revenue, you get access to their audience, players get awesome games at great prices, and everybody wins -- ideally. This assumes that your distributor is benevolent, or as Daniel Cook would say, in the "Engage" phase of the Game of Platform Power (more on this later).But even if your distributor is on the side of the angels, it's still easy to get lost in their roster of other developers. "The squeaky wheel get the grease," as the saying goes -- if you don't ask for a promotion, you won't get it, and the only one advocating for your game is you. We talk to our distributors every time we start working on a content update, and we check in weeks or months ahead of every seasonal sale to make sure they don't forget us. Also, we frequently volunteer whenever our distributors roll out a new feature or promotional campaign.
And as long as our interests align, I'm happy to do little favors here and there. For instance, I'm a big fan of GOG.com, so I've done several promos for them to help them reach out to other indie game developers. Another example is Kongregate, who promoted our game when we added an in-game incentive for anonymous users to sign up for Kongregate accounts. Now, I'm not advocating for being a corporate sell-out or an amoral shill ready to do every horrible thing in the book just to get revenues. I'm just saying that in ideal circumstances, your distributor relationship is a true partnership -- you help them, they help you, and everybody wins.
All that said, it's important to remain vigilant because even the nicest portal today could turn to the dark side tomorrow, or the "Extract Phase," as Dan C. would put it. It happened with Big Fish Games in the casual market when they slashed developer revenue share, it happened with Apple and Facebook, and it tends to happen with console generations once they start to mature. The thing to look out for is "Rent-Seeking Behavior." Now, as above-board and transparent as companies like Valve are, nobody knows the future. Gabe Newell could always get struck by lightning, and an evil hedge fund could seize control of Valve and clean house. Wills can be and often are flagrantly ignored if the estate is valuable enough. As Moxie Marlinspike would say, it's not about trust, it's about trust agility.
So those are a few ways the Stegosaurus Tail phenomenon changes the post-release game plan. But if you look closely at history, Steggy has been with us all along.
The Stegosaurus Tail's Legacy
Some game companies have already been "riding the dinosaur" for decades, most notably Nintendo. Back in the 90's when other publishers would routinely consign their back-catalogs to obscurity as soon as their games were off store shelves, Nintendo never stopped coming up with new ways to re-sell us classics like Mario, Zelda, and Metroid.GOG.com has been doing the same thing with classic PC games for years -- taking old abandonware gems, polishing them up, and giving them a new lease on life. Major publishers have since joined in and even Steam has joined the party, most notably with System Shock 2.
What's really cool, though, is Steggy's power to re-write history. Double Fine's Psychonauts was a critical classic but a financial flop, until it was re-released on PC many years later and finally got its chance to shine in the light of Steam Sales and Humble Bundles.
What works for the big boys can also work for us small developers -- if you're able to release multiple games, you can use them to drive interest in one another, giving your back catalog a kick every time you come out with something new. For instance, Zeboyd games sells Breath of Death VII and Cthulhu Saves the World as a double-pack, and included these and other games of theirs as backer rewards for Cosmic Star Heroine's Kickstarter campaign.
We've been doing the same thing -- Defender's Quest 1 now comes free with every pre-order of Defender's Quest 2, and we've updated the original game with a free in-game item for those who visit the Defender's Quest 2 page. Since we added that feature, not only do DefQ2 preorders closely track DefQ1 sales, daily DefQ2 preorder revenue exceeds daily DefQ1 sales revenue.
We still have a few tricks up our sleeve to add a few final spikes to our tail. When we first launched, nearly all of our direct revenue was driven by referral traffic from our web demo hosted on Kongregate and Newgrounds, so we're in touch with both of those sites about future promotions. Also, we'll soon be launching a Japanese translation as part of our new partnership with Playism, distributors of awesome Japanese indie games like La-Mulana and One-Way Heroics, and a German translation should go out any day now.
The Uncertain Future
There's some downside to maintaining a Stegosaurus Tail -- it's hard, boring, work. What I love doing best is making games, and although every new spike I successfully chase down feeds my family and keeps my career afloat, it also distracts me from pouring my soul into my next project. After over a year of nurturing her, Steggy's starting to wear me out.And before I close, I want to note that no single strategy works for everyone, nor does it work forever. Much has changed since Defender's Quest first launched -- back then, Steam was hard to get into, but easy to get noticed on. Today, with indie games literally being greenlit by the hundreds, it looks like the future will be the reverse. Maybe Steam will follow my predictions and solve discoverability in a way that's both sane and equitable, but that's far from certain. Furthermore, the long-term effects of Steam-style promotions is unknown. With players building up huge backlogs, will they keep buying new games like they used to?
With the ground shifting underneath us, and amidst all this talk of an "Indie Bubble," I think it's best to double down on the fundamentals -- sell direct, know your audience, make sure they know you, diversify your sales channels, and if you've got a back catalog, milk it for all it's worth.
The last lesson I've learned is this -- a great game is not disposable. Just like a little kid watching Star Wars for the first time, someone out there is waiting for your awesome game to captivate them, they just don't know it yet.
Defender's Quest II's "UnKickstarter" approach to crowdfunding
Posted by
Lars Doucet
on Tuesday, October 29, 2013
Labels:
business,
Defender's Quest,
design,
digital distribution,
economics,
kickstarter,
money
/
Comments: (11)
Kickstarter is the go-to solution for crowdfunding these days, but I'm a control freak so I designed a custom solution for our upcoming game, Defender's Quest II: Mists of Ruin.

No solution is one-size-fits all; we're in the unique situation of developing the sequel to a critically acclaimed title, namely Defender's Quest: Valley of the Forgotten.
The pre-order page for DEFQ2 looks like this:

This is heavily influenced by starbound's preorder page, and it solves several key problems I find with the way Kickstarter displays rewards.
Visual Clarity
First of all, what you see is what you get. All of the rewards are represented by visual icons, and cumulative rewards from previous tiers can be added. For example, our book tier includes a digital art/story book, as well as all previous rewards: the game's soundtrack (from the music tier), and games (from the game tier).

Just by looking at this tier, you know immediately what you're going to get -- everything in the box. And if you want detailed information, you can click on the "more details..." box which will expand and lay things out explicitly:

And just to be super-compulsively clear, when you click "buy now," it takes you to a new page with a Humble Store pre-order widget, puts all the details in a box below, and replaces the "all of the above" line with the actual descriptions from cumulative tiers.
Compare this to a typical kickstarter reward tier.
This example is from the awesome upcoming RPG Cosmic Star Heroine, and is a commentary on Kickstarter itself rather than their game or rewards.
The developer has to cram the reward text into a narrow box, and has no formatting options whatsoever. You can't separate important information in a smaller box under "more details," you can't put the "Note" in italics or a smaller font, and you can't even create a proper title for the tier and set it in bold. It all runs together.
Worst of all, relating how cumulative tiers work is confusing at best, which is why the "...and all of the above" convention has become so popular, and thus expected.
You can't always follow the "all of the above" model (especially for more expensive limited tiers), and developers who break with that format are then reduced to creating charts to explain exactly what each tier provides:

I'd like to reiterate that I'm not knocking Cosmic Star Heroine or Zeboyd Games for this. Not only am I a big fan (I totally baked CSH), but this is pretty much how you have to explain things if you use Kickstarter.
CSH clearly isn't hurting from using Kickstarter -- they made their goal and then some. I just think there are much simpler and clearer ways to present rewards, and Kickstarter's format kinda locks you in a box.
"Comparison is the thief of joy" -- Teddy Roosevelt
Kickstarter campaigns don't exist in a vaccuum, so backers tend to compare campaigns against one another. Given KS's standardized pitch format, this makes it very easy to line up A vs. B, and thus puts a lot of pressure on you to standardize your pitch accordingly, even if that pitch doesn't play to your strengths.
For instance, the "Talking Heads" video format, complete with professional lighting, editing, and sound, has become quite popular and even expected (even if some developers eschew it). If you're launching on Kickstarter, the video takes center stage.
But what if you don't want to make your pitch that way? Videos are important, but I'd rather let my actual pitch do the pitching, and make the video a simple, direct, summary, sans talking heads:
Of course, this option is only really available to us because we've already released a successful game. But given the fact that our second game's chief "social proof" is our track record from the first one, I won't spend time and money on a super-deluxe promotional video. Not only does designing our own site let us frame the expectations, it also serves as it's own social proof, since it proves we're at least competent enough to build and run our own pre-order site.
My wife is fond of pointing out "social inflation" -- for instance, weddings started as simple ceremonies but now have expensive dresses and rehearsal dinners, brunches, etc. Kickstarter started as a simple crowdfunding format, but then professional videos, complicated reward schemes, and stretch goal after stretch goal got added to the mix.
There's many sane video game Kickstarters, for sure -- I just want to avoid the inflationary pressure of that environment entirely.
We also aren't interested in doing any physical rewards, given the massive boondoggle that has been for other developers. The whole point of this is to make the game happen sooner, not later, and therefore all rewards are either directly related to game production (such as naming a monster in our special "ending credits" bonus battle after you), or at least by-products of it (such as the digital art&story book).
And don't even get me started on "stretch goals." Suffice it to say, we won't have any.
Fulfillment
Kickstarter can make fulfillment a bit of a chore, since it's not really a content delivery platform.
Humble Store definitely makes fulfillment easy, since they're all about delivering digital content. As soon as something's ready, we just upload the bits to their servers, and the backers get their stuff.
For instance, we give out free copies of Defender's Quest I with every pre-order, so the basic game tier represents a savings of about 57% off the two games bundled together at full price. With Humble store, people who preorder Defender's Quest II today will get their DEFQ1 keys immediately.
Final Thoughts
Aside from the above concerns, Kickstarter is really designed for a specific kind of campaign - one where you won't do the project if you don't get the money, and you are raising money for a limited amount of time.
Not only are we committed to Defender's Quest II's development regardless of how much we raise, we see no reason to limit pre-orders to 30 or 60 days. Furthermore, Kickstarter's payment options are limited because of their unique "all or nothing" system.
There are some cons with running our own site. You have the burden of making your own custom front-end, and Humble Store is not (yet) as feature-rich as Kickstarter (letting backers upgrade their tiers by tacking on X$ is technically possible, but not automated), and various other minor issues.
That said, I like having a closer relationship with our fans. No muss, no fuss, simple and direct -- Defender's Quest II is happening, and if you want to get a discount or some exclusive early backer rewards, you can pre-order it today.
No solution is one-size-fits all; we're in the unique situation of developing the sequel to a critically acclaimed title, namely Defender's Quest: Valley of the Forgotten.
The pre-order page for DEFQ2 looks like this:
This is heavily influenced by starbound's preorder page, and it solves several key problems I find with the way Kickstarter displays rewards.
Visual Clarity
First of all, what you see is what you get. All of the rewards are represented by visual icons, and cumulative rewards from previous tiers can be added. For example, our book tier includes a digital art/story book, as well as all previous rewards: the game's soundtrack (from the music tier), and games (from the game tier).
Just by looking at this tier, you know immediately what you're going to get -- everything in the box. And if you want detailed information, you can click on the "more details..." box which will expand and lay things out explicitly:
And just to be super-compulsively clear, when you click "buy now," it takes you to a new page with a Humble Store pre-order widget, puts all the details in a box below, and replaces the "all of the above" line with the actual descriptions from cumulative tiers.
Compare this to a typical kickstarter reward tier.
The developer has to cram the reward text into a narrow box, and has no formatting options whatsoever. You can't separate important information in a smaller box under "more details," you can't put the "Note" in italics or a smaller font, and you can't even create a proper title for the tier and set it in bold. It all runs together.
Worst of all, relating how cumulative tiers work is confusing at best, which is why the "...and all of the above" convention has become so popular, and thus expected.
You can't always follow the "all of the above" model (especially for more expensive limited tiers), and developers who break with that format are then reduced to creating charts to explain exactly what each tier provides:
I'd like to reiterate that I'm not knocking Cosmic Star Heroine or Zeboyd Games for this. Not only am I a big fan (I totally baked CSH), but this is pretty much how you have to explain things if you use Kickstarter.
CSH clearly isn't hurting from using Kickstarter -- they made their goal and then some. I just think there are much simpler and clearer ways to present rewards, and Kickstarter's format kinda locks you in a box.
"Comparison is the thief of joy" -- Teddy Roosevelt
Kickstarter campaigns don't exist in a vaccuum, so backers tend to compare campaigns against one another. Given KS's standardized pitch format, this makes it very easy to line up A vs. B, and thus puts a lot of pressure on you to standardize your pitch accordingly, even if that pitch doesn't play to your strengths.
For instance, the "Talking Heads" video format, complete with professional lighting, editing, and sound, has become quite popular and even expected (even if some developers eschew it). If you're launching on Kickstarter, the video takes center stage.
But what if you don't want to make your pitch that way? Videos are important, but I'd rather let my actual pitch do the pitching, and make the video a simple, direct, summary, sans talking heads:
My wife is fond of pointing out "social inflation" -- for instance, weddings started as simple ceremonies but now have expensive dresses and rehearsal dinners, brunches, etc. Kickstarter started as a simple crowdfunding format, but then professional videos, complicated reward schemes, and stretch goal after stretch goal got added to the mix.
There's many sane video game Kickstarters, for sure -- I just want to avoid the inflationary pressure of that environment entirely.
We also aren't interested in doing any physical rewards, given the massive boondoggle that has been for other developers. The whole point of this is to make the game happen sooner, not later, and therefore all rewards are either directly related to game production (such as naming a monster in our special "ending credits" bonus battle after you), or at least by-products of it (such as the digital art&story book).
And don't even get me started on "stretch goals." Suffice it to say, we won't have any.
Fulfillment
Kickstarter can make fulfillment a bit of a chore, since it's not really a content delivery platform.
Humble Store definitely makes fulfillment easy, since they're all about delivering digital content. As soon as something's ready, we just upload the bits to their servers, and the backers get their stuff.
For instance, we give out free copies of Defender's Quest I with every pre-order, so the basic game tier represents a savings of about 57% off the two games bundled together at full price. With Humble store, people who preorder Defender's Quest II today will get their DEFQ1 keys immediately.
Final Thoughts
Aside from the above concerns, Kickstarter is really designed for a specific kind of campaign - one where you won't do the project if you don't get the money, and you are raising money for a limited amount of time.
Not only are we committed to Defender's Quest II's development regardless of how much we raise, we see no reason to limit pre-orders to 30 or 60 days. Furthermore, Kickstarter's payment options are limited because of their unique "all or nothing" system.
There are some cons with running our own site. You have the burden of making your own custom front-end, and Humble Store is not (yet) as feature-rich as Kickstarter (letting backers upgrade their tiers by tacking on X$ is technically possible, but not automated), and various other minor issues.
That said, I like having a closer relationship with our fans. No muss, no fuss, simple and direct -- Defender's Quest II is happening, and if you want to get a discount or some exclusive early backer rewards, you can pre-order it today.
Freeloadable content - an alternative to paid DLC
Posted by
Lars Doucet
on Tuesday, July 17, 2012
Labels:
business,
Defender's Quest,
digital distribution,
DLC,
economics,
FreeLC,
Games,
kickstarter,
marketing,
money
/
Comments: (8)
Cross-posted on gamasutra.com
A lot of developers/publishers sell expansion packs and other discrete add-ons to their games as "downloadable content," or "paid DLC." This model has problems, for both players and developers. The problems for players have been covered exhaustively, so let's leave that aside for the moment.
Here's my perspective as a developer.
Let's say that the upcoming version 1.0 launch of our game Defender's Quest goes well, and some time down the line we release an expansion pack. Will it earn enough money to justify working on it?
There are a couple of facts that influence this decision:
- It's impossible to sell more copies of DLC than of the original game
- DLC's price must be substantially less than the original game's
- Many people in your audience will never experience the DLC content*
*Only issues 1 and 2 are relevant from a financial perspective, but I'm a softie, so number 3 is important to me for other reasons. One of the biggest reasons I make games is so that as many people can enjoy them as possible. As long as I make enough money to keep doing my job, I don't like restricting and fragmenting the experience, which is exactly what paid DLC does. Free2Play is certainly an alternative, but I want to leave that for another article, this one is mostly about fixing DLC from within.
The problem is, it's all downhill from there.
First, it's a law of human nature that every purchasing decision has "friction," so fewer people will buy each subsequent DLC pack than the one before. Second, it's a law of human business that day one is the most profitable day for DLC, which is why so many AAA games these days push day-one DLC. The frightening corollary to this second law is that each day you wait after launch to release DLC means fewer sales. Combine these pressures of time and friction, and you're looking at ever-dwindling revenue.
What this means is that your first expansion pack will almost certainly be your best seller, and thus paid DLC can't sustain prolonged development. Is there a way to fix this model without abandoning it for subscriptions or free-to-play?
I think there is.
I call it "Freeloadable Content," or FreeLC.
How FreeLC Works
First, let's assume the DLC I want to create must make $5,000 to justify working on it. So, with paid DLC, if the base game cost $7, we might sell the DLC for $2 and hope for at least 2,500 sales. That's the traditional model.
Under the FreeLC model, we instead start a small Kickstarter project to raise the $5,000 we would normally expect to make through sales. Now that we've covered this cost, we release the expansion as a free update to everyone who has already purchased the base game, even if they didn't contribute to the Kickstarter. Hence, freeloadable content.
Implications
Although the idea of FreeLC is quite simple, it has some interesting and somewhat counter-intuitive consequences.
For one, FreeLC can be less adversarial than paid DLC. Even if a player legitimately enjoys Mass Effect 3 and its $20 day-one expansion, it dampens her enjoyment when she has to wonder whether EA is just trying to find a sneaky way to raise the game's price to $80 (EA's Peter Moore has essentially admitted to this).
So that's one benefit. But besides not having to nickel-and-dime, or more accurately, ten-and-twenty-dollar our players, we can let all of them have the extra content and still get paid to develop it. We don't have to fragment the game's shared cultural experience into high- and low-paying tiers.
Furthermore, there's one final benefit that deserves special attention:
We just increased the value of the original game!
Under the paid DLC model, the base game stays the same, while any additional value the developer creates is locked up in discrete expansion packs, each of which has additional purchasing friction. With FreeLC, each expansion makes the original game better, and since we've already made our "DLC money," we're free to sell the whole collection for the same original price.
I'll illustrate this effect with an example.
First, let's assume for the sake of argument that you can actually reduce the value of enjoying a game to some number. So, say the base game is worth 10 units of fun, or "funits," (whatever those are). Then, we make a small expansion, worth 2 funits. Together, that's an experience worth 12 funits. All together, we eventually release 1 complete game worth 10 funits and 5 DLC packs worth 2 funits each.
Then, we load all our merchandise into our digital wheelbarrow, and cart it off to the internet for sale.
Here's how it looks under paid DLC:
Game: 10 funits, $10
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
DLC: 2 funits, $2
And here's how it looks under FreeLC:
Game+DLC: 20 funits, $10
Which would you rather buy?
The second option provides the exact same content for half the price. We've already recouped the cost that we would normally have to make through DLC sales, so we don't have to charge the extra $10.
Even better, there's one, simple low-friction purchasing decision - "Do you want to buy everything for one low price?" Sounds like a good deal to me! That's a much easier sell than, "Do you want to buy this? And how about a little more for this? And this? And this?"
Now, let's look at all the potential problems with the FreeLC model and see if we can address them.
1) Freeloaders
| James actually has one of these |
Since everyone who's already purchased the game gets the FreeLC, there's less incentive to support the Kickstarter drive, and just wait to get the content for free. This is the biggest risk I can think of (though we certainly have nothing to lose by just trying it and seeing what happens).
First of all, you have to buy the original game to get the FreeLC, so it's not as big a concern as if it was just free for the general public. That said, here's some possible solutions to the problem:
- Exclusive pledger rewards
We create special stuff for high-dollar pledgers, such as exclusive bonuses and vanity items, putting their likeness into the game, etc. The only way you can get these things is by supporting the Kickstarter drive, so people still have an incentive to contribute besides just getting the FreeLC. - Sell the basic game
The lowest pledge level lets you buy the original game at a reduced price, so the Kickstarter drive doubles as a kind of sale. If you already have the game, you can gift this copy to a friend. If you don't have the game yet, now's your chance to buy in at a reduced price. Not only do you get something right now, you've now bought into all current and future FreeLC. - Count on goodwill?
Perhaps this crazy idea will drive people to support it out of the sheer goodness of their hearts. I wouldn't count on this alone, but it's a real thing that happens, and the amount of resentment players have for DLC suggests many would welcome an alternative that gives them more respect.
2) Lost "potential" sales
The next concern is that by giving away the updates for free, you're losing sales. "Never leave money on the table," as the saying goes.
First of all, if the Kickstarter drive succeeds, it doesn't really matter if you "lose" sales because the money you would have gotten through DLC sales is already in the bank. Everything after that is just gravy.
Second, and as I've said above, people now have more incentive to purchase the original game, which sells for a higher price than a DLC pack and can reach a larger potential audience since it has the lowest possible purchasing friction.
Third, although it's impossible to know the precise number of DLC sales you'd have made otherwise (and thus ask for too little in the Kickstarter), we have enough information to set a reasonably accurate upper bound. DLC requires the original game to work, so you simply won't sell more copies than you did of the original game. Furthermore, in the articles I linked above, we saw that AAA titles with huge marketing budgets like Mass Effect 3 had a 40% attach rate for day-one DLC (again, the best day for DLC sales), so it's safe to assume that we mere mortals would get substantially less than that.
Third, although it's impossible to know the precise number of DLC sales you'd have made otherwise (and thus ask for too little in the Kickstarter), we have enough information to set a reasonably accurate upper bound. DLC requires the original game to work, so you simply won't sell more copies than you did of the original game. Furthermore, in the articles I linked above, we saw that AAA titles with huge marketing budgets like Mass Effect 3 had a 40% attach rate for day-one DLC (again, the best day for DLC sales), so it's safe to assume that we mere mortals would get substantially less than that.
Finally, the FreeLC model opens up an additional revenue stream - dedicated players with deep pockets. Free-To-Play developers call these "whales," but under the FreeLC model, I'd call them "patrons." These players are the game's biggest supporters and are often looking for ways to spend more money. Rather than just getting their money, this method includes them as pillars of the game's community.
3) <Insert complaint about Kickstarter>
The next issue is that of Kickstarter and crowdfunding itself.
Many people have raised concerns about pie-in-the-sky Kickstarter campaigns for games that promise the moon and ask for tens or hundreds of thousands of dollars in funding, which then take years to materialize, if ever. Most of these concerns don't apply to FreeLC.
First of all, if you're a developer kickstarting FreeLC, you've already made your base game and established your track record.
Second, you already have a basic reward that you can deliver to pledgers right away - a discounted copy of the original game, which entitles them to all current and future FreeLC.
Third, since it's just an expansion pack and not a full-fledged game, even a relatively large and expensive project can ask for a modest sum of money and still cover the cost of development.
Fourth, developing an expansion pack is much less risky than creating a game from scratch, and it takes a lot less time to boot.
This should result in an attractive Kickstarter campaign that's easy to fund without making outlandish promises.
Future Work
Let me emphasize that the entire FreeLC model I've just laid out is a hypothesis. I'm not sure if anyone's actually tried this before, and I don't know whether it will actually work in practice any better than paid DLC. These are the effects and implications I can foresee, but nothing beats actually trying the thing out.
So...when are we coming out with FreeLC for Defender's Quest?
Right now, we're still working on our big free update to Defender's Quest, version 1.0, followed by a release on all the big digital download stores that will accept us. This should happen in a month or so if everything goes according to plan. If I had been smart, I would have thought of this FreeLC idea back in February and used it to fund this huge update, but our financials are in reasonable shape and we should still be able to squeak by, and hopefully new sales will give the game a future.
I'm not sure what the future holds for us, but I can say for a fact that if and when we release an expansion pack for a game, it will be FreeLC.
Further Reading
If you're interested in my other musings on games and economics, try my Piracy and the Four Currencies series.
Indie RPG's on sale TODAY
Posted by
Lars Doucet
on Thursday, May 24, 2012
Labels:
Because We May,
business,
Defender's Quest,
Indie,
marketing,
RPGs,
sale
/
Comments: (0)
So, the Because we May sale just launched today, and about 180 or so games are participating.
I'd like to direct your attention to a select few of those that might pique your interest.
I'd like to direct your attention to a select few of those that might pique your interest.
Indie RPG's!
Of course, you should definitely check out our own game - Defender's Quest, which is available during the sale for the low, low price of just $2.99 - your best opportunity to get the game and your right to free updates before our upcoming "Gold Edition" expansion is released.
The Indie RPG crowd is pretty tight-knit. There's not all that many of us, and so we like to help each other out. Robert Boyd and Jay Barnson were kind enough to write about us when we first got started, and today I'd like to return the favor and "pay it forward" as it were, to other amazing Indie RPG's out there that need some love. Also since you liked our game, you just might like some of these, too.
No one's paying us anything to list these (I generally hate ads and won't accept them on this blog) - all of these are here because I find the game interesting and would like to pass on the news to you :)
Also, you won't find this many low prices on Indie RPG's all in one place for quite some time!
To help you make up your mind, I've collected two reviews for each game.
$9.95 (was $22.95)
$14.95 (was $24.95)
Reviewed by: Did-Not-Finish, The Indie Mine
$4.99 (was $20.00)
Reviewed by: GameSpot, Zeboyd Games
$3.99 (was $6.99)
Reviewed by: TouchArcade, Gamezebo
$2.00 (was $5.00)
Reviewed by: TruePCGaming, IndieGameMag
$1.49 (was $2.99)
Reviewed by: IGN, Rock, Paper, Shotgun
I think that's enough for now :) I might add more to the list as the week goes on. Be sure to spread the word to all your friends and enjoy all these awesome games!
(To the developers: the images above are hotlinked directly from your sites because that was the easiest thing I could throw together in 5 minutes, and I figured you wouldn't mind since I'm promoting your game. If it's a problem, just let me know in the comments or shoot me an email and I will take the time to download the image to my own server to save you the bandwidth).
(To the developers: the images above are hotlinked directly from your sites because that was the easiest thing I could throw together in 5 minutes, and I figured you wouldn't mind since I'm promoting your game. If it's a problem, just let me know in the comments or shoot me an email and I will take the time to download the image to my own server to save you the bandwidth).
Quick News
Posted by
Lars Doucet
on Wednesday, May 23, 2012
Labels:
Because We May,
Defender's Quest,
RPGs,
sale
/
Comments: (3)
Hey everybody! We've got a lot of awesome Defender's Quest news for you guys today!
First and foremost, we're making good progress on gold version.
Second, I'm pleased to announce that Defender's Quest will be featured in the upcoming Because We May sale, which starts tomorrow and will last through June 1st. During that week, Defender's Quest will be available for the low, low, price of just $2.99!
After the sale, the game goes back up to it's regular pre-release price of $6.99, and when gold edition comes out the price will go up to $9.99, so get your foot in the door now! Anyone who buys the game now will get free updates, which includes a free update to the gold edition.
So, here are the things that are new in Defender's Quest gold:
1) Awesome new art
2) Unique upgradeable loot
3) Magic books
4) Bonus battles
5) Sidequests
6) Mod support
I'll be posting some more details soon, but it's already 4 o'clock and I need to make sure this post actually gets done :)
So, first and foremost, click on the new picture of Slak to get a preview of our new awesome sprite art!
I'll be posting more stuff soon :) Thanks for following us!
First and foremost, we're making good progress on gold version.
Second, I'm pleased to announce that Defender's Quest will be featured in the upcoming Because We May sale, which starts tomorrow and will last through June 1st. During that week, Defender's Quest will be available for the low, low, price of just $2.99!
After the sale, the game goes back up to it's regular pre-release price of $6.99, and when gold edition comes out the price will go up to $9.99, so get your foot in the door now! Anyone who buys the game now will get free updates, which includes a free update to the gold edition.
So, here are the things that are new in Defender's Quest gold:
1) Awesome new art
2) Unique upgradeable loot
3) Magic books
4) Bonus battles
5) Sidequests
6) Mod support
I'll be posting some more details soon, but it's already 4 o'clock and I need to make sure this post actually gets done :)
So, first and foremost, click on the new picture of Slak to get a preview of our new awesome sprite art!
I'll be posting more stuff soon :) Thanks for following us!
Defender's Quest: By the Numbers
Posted by
Lars Doucet
on Wednesday, April 11, 2012
So, in case you haven't heard yet, Gamasutra posted our first ~70 days of sales stats as a featured article today:
http://www.gamasutra.com/view/feature/168303/defenders_quest_by_the_numbers.php
Read the full article for details, but here's the TL;DR version:
- ~$70K / ~14K sales in about 70 days
- Top revenue sources: Kongregate, Newgrounds, Rock, Paper, Shotgun
- 90% of revenue came from flash portals!!!!!!
Details on upcoming GOLD version
Posted by
Lars Doucet
on Monday, March 5, 2012
Labels:
Defender's Quest,
Indie,
RPGs
/
Comments: (16)
EDIT:
For everyone who's been asking, YES! If you have bought any version of the game so far, you will most definitely receive the GOLD edition as a FREE udpate. With Level Up Labs "Free Updates" does indeed mean free updates :)
Hey Defender's Quest fans!
Monday is when we will normally issue updates, if we have any ready. We don't have one this week because I've been busy working on gold features, which will be held back until they're all done and then released all at once. When we do have udpates, though, rest assured, you'll see them on Monday :)
Also, Anthony's at GDC all week so it's just me and James holding the fort, so it might take a little longer to answer emails / respond to forum posts, etc.
So, with that all being said, let me tell you guys what we've been up to lately! Announcing...
Defender's Quest GOLD EDITION
Gold edition will be version 1.0 of the game, but we haven't definitively and clearly stated what will and won't be in the game.
Now that development is well under way, here's what we can commit to:
New Art!
Yes, we're giving the game a major face-lift! We're keeping the character designs mostly the same, but we're putting in all new backgrounds, new sprite animations, and depending on time and budget might overhaul the UI and some other elements as well.
For digital painting stuff, we've hired the amazingly talented Karen Petrasko, who's worked for Amaranth Games, PassionFruit Games, Wadjet Eye Games, Gamenauts, and others.
Here's the new title screen she did for us:
Here's another quick tease - the new "golden man enthroned" background:
We'll share some more art in the future as we get it done :) We also have some sprite artists, too, but we'll share more details on that once we get some stuff done at that front.
Note for those with art-style grumps:
If you're incredibly attached to our old art style for some reason, we'll consider an option to switch between the styles. This will require us to switch the way we load assets to the game, so we'll only do it if we have time, it's technically feasible, and enough people really, really want it. Unlike last time, we will have two complete sets of art , so it's at least possible this go-round.
This would add the native ability to mod the art style for the game, so it'd have other uses as well, but we've got a ton on our plate already, so unless there's a lot of demand please understand that though it's doable, it's a bit low on our priority list.
More End-Game Bonus Battles
We'll be including more bonus battles for sure. Right now we're leaning towards most of these being "epic" battles, ie, a fixed-wave challenge, such as 50 or 100 waves, with one or more "endless" challenges as the very last ones, so there's a natural progression to the list. Haven't decided for sure yet, but basically - more bonus battles!
Doing Something With Unique Equipment
You'll notice you can't sell any of your unique equipment. This is because we're doing something with it in Gold edition - we're not sure just what yet, though! Basically, I want there to be some mechanism for upgrading these items into "super" versions that are viable end-game choices. What exactly that means though is still TBD.
New Game PLUS
A common feature in JRPG's is a "New Game+" mode where you can start a new game using the data from a save slot that's already beaten the game, and experience some new features. Chrono Trigger famously did this, letting you retain all your experience and equipment to blaze through the game and experience some secret endings.
In Defender's Quest, all you have to do to enable NG+ mode is beat the game. Any challenge level will do, so even if you only eke by with blue stars on casual mode, you'll still get there.
When you beat the game, your save slot will look like this*:
"Play" will take you to your normal save slot. "Play+" will take you to your New Game+. The data for NG+ works under a "two-slots in one" model.
Your party data is shared between the two worlds. All levels, xp, equipment, scrap, skills, etc, gained in one will be exactly the same in the other. Your map and battle progress in each world, however, is tracked separately. Since party data is shared, when you start a NG+, Azra starts out at full strength with all her xp, levels, and spells. You start with an empty party but whenever you encounter each hero, like Slak, Ketta, etc, that character class is unlocked in NG+ mode, and you'll now see all of your recruits from that class at their old powered-up strength with all their equipment and skills.
All of the battles will be given a face-lift for NG+ that raises the challenge. We could have just bumped everything up by X levels, but that sounds boring. However, creating new content for each and every challenge would be way too much work. What we're doing instead is creating new monster types that only show up in NG+ mode, and creating a global replacement rule across the game.
That means, every monster in normal mode will have a corresponding "alternate" version in NG+, kind of like how in the original Super Mario Bros' "second quest" the turtles were replaced with fireproof buzzy beetles, which in turn were replaced by unstompable spikeys. We'll also apply a global monster level bump of some sort, and that will be how we generate the new battle content for NG+. Hopefully that will be a good amount of new and interesting content without too much extra work.
These new monster types will have new and interesting behaviors, not just rehashes of stats and existing abilities. What exactly those will be is still a secret, though :)
For boss battles we might manually hand-craft the NG+ versions of those, we haven't decided yet. Battle rewards will probably be new, and there'll most likely be a new set of non-unique items in the game so you still have stuff to spend money on.
New Game+ will also raise the level cap, for obvious reasons :)
The next thing about New Game+ mode is that it will include some other special features. Namely...
Side Quests
We've identified natural places to insert new missions that run perpendicular to the normal story arc. These will inject a bit more story and gameplay content and generally add spice. These battles will be special and do things like restrict which classes you can use and a few other surprises so they're not just "more battles" (because we already have lots of that with NG+)
So, first off - why are Side Quests only in NG+ mode? Why not also in normal mode? A few reasons:
These sidequests will reveal a little bit more of the backstory of Defender's Quest and also give us more chances for individual characterization, as well as cool new battle set-pieces. The next feature is related to this end...
Azra's Journal
Being a Librarian, Azra has been writing down her experience in the Pit. In NG+ mode a prominent "Journal" button will be added to the UI which lets you read her thoughts:
New Journal entries will be added as you progress through the game, documenting Azra's observations and generally fleshing out the experience through details, notes, and sketches. We're going to try to nail that "British Naturalist in the Galapagos" vibe.
So, what's the point of the journal? And why is it only in NG+?
Some people have asked why we're bothering with such a big update to the game rather than focusing on immediately doing a sequel. Some have mentioned that the updates might be of only marginal value in attracting new sales and that our time would be better spent making an all-new game for our existing fanbase.
There's several reasons we're doing GOLD edition:
We slipped on our original release date for early release, and we're not making that mistake twice. Our honest estimate is something like a month or two, but who knows. Could be longer, could be shorter.
For everyone who's been asking, YES! If you have bought any version of the game so far, you will most definitely receive the GOLD edition as a FREE udpate. With Level Up Labs "Free Updates" does indeed mean free updates :)
Hey Defender's Quest fans!
Monday is when we will normally issue updates, if we have any ready. We don't have one this week because I've been busy working on gold features, which will be held back until they're all done and then released all at once. When we do have udpates, though, rest assured, you'll see them on Monday :)
Also, Anthony's at GDC all week so it's just me and James holding the fort, so it might take a little longer to answer emails / respond to forum posts, etc.
So, with that all being said, let me tell you guys what we've been up to lately! Announcing...
Defender's Quest GOLD EDITION
Gold edition will be version 1.0 of the game, but we haven't definitively and clearly stated what will and won't be in the game.
Now that development is well under way, here's what we can commit to:
New Art!
Yes, we're giving the game a major face-lift! We're keeping the character designs mostly the same, but we're putting in all new backgrounds, new sprite animations, and depending on time and budget might overhaul the UI and some other elements as well.
For digital painting stuff, we've hired the amazingly talented Karen Petrasko, who's worked for Amaranth Games, PassionFruit Games, Wadjet Eye Games, Gamenauts, and others.
Here's the new title screen she did for us:
Here's another quick tease - the new "golden man enthroned" background:
We'll share some more art in the future as we get it done :) We also have some sprite artists, too, but we'll share more details on that once we get some stuff done at that front.
Note for those with art-style grumps:
If you're incredibly attached to our old art style for some reason, we'll consider an option to switch between the styles. This will require us to switch the way we load assets to the game, so we'll only do it if we have time, it's technically feasible, and enough people really, really want it. Unlike last time, we will have two complete sets of art , so it's at least possible this go-round.
This would add the native ability to mod the art style for the game, so it'd have other uses as well, but we've got a ton on our plate already, so unless there's a lot of demand please understand that though it's doable, it's a bit low on our priority list.
More End-Game Bonus Battles
We'll be including more bonus battles for sure. Right now we're leaning towards most of these being "epic" battles, ie, a fixed-wave challenge, such as 50 or 100 waves, with one or more "endless" challenges as the very last ones, so there's a natural progression to the list. Haven't decided for sure yet, but basically - more bonus battles!
Doing Something With Unique Equipment
You'll notice you can't sell any of your unique equipment. This is because we're doing something with it in Gold edition - we're not sure just what yet, though! Basically, I want there to be some mechanism for upgrading these items into "super" versions that are viable end-game choices. What exactly that means though is still TBD.
New Game PLUS
A common feature in JRPG's is a "New Game+" mode where you can start a new game using the data from a save slot that's already beaten the game, and experience some new features. Chrono Trigger famously did this, letting you retain all your experience and equipment to blaze through the game and experience some secret endings.
In Defender's Quest, all you have to do to enable NG+ mode is beat the game. Any challenge level will do, so even if you only eke by with blue stars on casual mode, you'll still get there.
When you beat the game, your save slot will look like this*:
After you've started a New Game+, it will look like this:
*Just a design mockup. Final look will depend on the new UI and sprite styling.
"Play" will take you to your normal save slot. "Play+" will take you to your New Game+. The data for NG+ works under a "two-slots in one" model.
Your party data is shared between the two worlds. All levels, xp, equipment, scrap, skills, etc, gained in one will be exactly the same in the other. Your map and battle progress in each world, however, is tracked separately. Since party data is shared, when you start a NG+, Azra starts out at full strength with all her xp, levels, and spells. You start with an empty party but whenever you encounter each hero, like Slak, Ketta, etc, that character class is unlocked in NG+ mode, and you'll now see all of your recruits from that class at their old powered-up strength with all their equipment and skills.
All of the battles will be given a face-lift for NG+ that raises the challenge. We could have just bumped everything up by X levels, but that sounds boring. However, creating new content for each and every challenge would be way too much work. What we're doing instead is creating new monster types that only show up in NG+ mode, and creating a global replacement rule across the game.
That means, every monster in normal mode will have a corresponding "alternate" version in NG+, kind of like how in the original Super Mario Bros' "second quest" the turtles were replaced with fireproof buzzy beetles, which in turn were replaced by unstompable spikeys. We'll also apply a global monster level bump of some sort, and that will be how we generate the new battle content for NG+. Hopefully that will be a good amount of new and interesting content without too much extra work.
These new monster types will have new and interesting behaviors, not just rehashes of stats and existing abilities. What exactly those will be is still a secret, though :)
For boss battles we might manually hand-craft the NG+ versions of those, we haven't decided yet. Battle rewards will probably be new, and there'll most likely be a new set of non-unique items in the game so you still have stuff to spend money on.
New Game+ will also raise the level cap, for obvious reasons :)
The next thing about New Game+ mode is that it will include some other special features. Namely...
Side Quests
We've identified natural places to insert new missions that run perpendicular to the normal story arc. These will inject a bit more story and gameplay content and generally add spice. These battles will be special and do things like restrict which classes you can use and a few other surprises so they're not just "more battles" (because we already have lots of that with NG+)
So, first off - why are Side Quests only in NG+ mode? Why not also in normal mode? A few reasons:
- Most of you have already beaten the normal game
If we include sidequests in the normal quest, there's little point in playing them in the normal mode as you'll be way over-leveled.
- We like the "core" story experience of normal mode
Side quests tend to slow games down. We feel normal mode has really good pacing and a driving central motivation pushing things forward. We feel that in normal mode, the sidequests would be distracting to new players, but in NG+ where you've seen the old stuff already, these will be a nice new treat.
- If it ain't broken...
We've got a good thing going with normal mode, so in the unlikely event sidequests totally destroy the narrative, it only affects a special bonus mode and doesn't tarnish first impressions of the game.
These sidequests will reveal a little bit more of the backstory of Defender's Quest and also give us more chances for individual characterization, as well as cool new battle set-pieces. The next feature is related to this end...
Azra's Journal
Being a Librarian, Azra has been writing down her experience in the Pit. In NG+ mode a prominent "Journal" button will be added to the UI which lets you read her thoughts:
New Journal entries will be added as you progress through the game, documenting Azra's observations and generally fleshing out the experience through details, notes, and sketches. We're going to try to nail that "British Naturalist in the Galapagos" vibe.
So, what's the point of the journal? And why is it only in NG+?
- Gives our writer something to do
Most of the NG+ features are art and programming heavy, but this will keep James busy and will hopefully provide some content that people who love story will really be able to dig into.
- Provide NG+ story rewards
In normal mode, before and after every battle you get a little cutscene, which is a great little reward. In NG+, you've seen all the cutscenes already (and yes, we'll add an option to auto-skip cutscenes) so the reward is diminished. This should provide a new story reward for those who are into that.
- PacingThe Journal is available only in NG+ mode for pacing reasons, again. In normal mode, I would be afraid people would feel obligated to click on it every time it shows a new entry, and since normal mode has so many cutscenes already it'd be in serious danger of slowing the player down.
So, those are some things we can formally announce for Defender's Quest Gold edition!
One last thing, because some people have asked?
Why Gold Edition? Why not a sequel?
Some people have asked why we're bothering with such a big update to the game rather than focusing on immediately doing a sequel. Some have mentioned that the updates might be of only marginal value in attracting new sales and that our time would be better spent making an all-new game for our existing fanbase.
There's several reasons we're doing GOLD edition:
- This is the game we want to make
This is the definitive version of Defender's Quest, and we would have finished it to this degree if we could have afforded to, but we had to release early to survive. Now that we're doing pretty good, we can afford to roll out these bonuses and make the game we're happy with.
- We really want to get picked up by Steam/HIB, etcWe've submitted to Steam and the Humble Indie Bundle, but haven't heard back from either. These added bonus features - in particular the new art style - will give us a better chance of being noticed. If we get picked up by either we could likely expand our audience by 10x at least.
- We want to put our best foot forward for Desura/Impulse/GamersGate/IndieVania/etc
Regardless of whether Steam/HIB come knocking, we're going to launch on the other big digital distribution portals, and we want to polish up the game a bit before then so that we can really drive sales on first impressions.
- Attract another round of press attention
Releasing a big update will hopefully get us some more reviews. By responding to all the criticisms we've seen so far, hopefully the next round of articles will be even better :)
Oh right, I forgot one last thing:
RELEASE DATE : When it's done.
We slipped on our original release date for early release, and we're not making that mistake twice. Our honest estimate is something like a month or two, but who knows. Could be longer, could be shorter.
We'll keep you posted.
-Lars out.
