Defender's Quest GOLD launches on Kongregate



The Kongregate version of Defender's Quest GOLD edition is now live.  If you are a registered Kongregate user, we've expanded the demo to give you access through all of Act III and most of Act IV.

The full version includes all the content that we've released in the downloadable version, with the exception of mod support (which won't work in a browser environment). The price has gone up to 110 kreds, but we've more than doubled the content, and anyone who's already bought the game on Kong back when it only cost 50 kreds will get this new update for free :)

A lot of people have asked if they can also get a downloadable copy if they originally bought the game on Kongregate. Previously, we've handed out discount coupons for this sort of thing manually, but that's gotten out of hand. Either we need to find an automated solution, or give up on the idea entirely. Ideally, I'll find an automated solution :)

I'm looking into one possible way that would let people who buy the game on Kongregate gain access to a downloadable copy as well, but I'm still working on it.  No promises for now! I'll keep you guys updated on my progress.

Defender's Quest GOLD launch

Hey everyone! Time for an official blog post announcing the launch of Defender's Quest version 1.0, or "gold" edition. I've finished the deployment, and the new version of the game is live. If you've already bought it, just run the old version of the game to auto-update.  When we said free updates, we meant it!

First, here's our sexy new trailer:


The new version of the game comes with massively improved graphics, courtesy of Tyvon Thomas, Karen Petrasko, and Zhi Jiang.

Here's a thorough list of new features:
-Amazing New Graphics
-New Game+ mode
  (huge update, doubles the game's content)
-7 bonus battle maps,
  (each has a New Game+ variant, so 14 bonus challenges total)
-7 new sidequests, with new story and new battles
-Crazy new enemy types
-New boss battles
-Upgradeable loot with special powers
-Magic books for Azra that change the rules of battle
-2 new music tracks
-New advanced targeting system
-Better auto-update security
-MOD SUPPORT!!!
-Loads of bugfixes
-Tons of balance tweaks

You can read more details here on an earlier post.

The updated version of the game will be coming to Steam/Desura/GamersGate/Impulse, etc, as well as to Kongregate, soon, but for now it's just available for sale on our own site. The game is cross-platform on Mac/Win/Linux, and we have a big free demo here, which you can play right in your browser (and if you prefer, you can get a standalone download version).

You can get the full version here.

The latest version is 1.0.1. This fixes a couple of small bugs that early adopters reported late last night, so this build should be pretty stable. If you have any issues, go to our support page. James will cover customer support while Anthony and I are at PAX this weekend, but I return to work on Tuesday to help answer emails.

Thanks for all your support!

Defender's Quest gold launches today

Hey everyone, a quick heads up - barring unforeseen insanity, Defender's Quest GOLD will launch today!

I wanted to make sure the new version of the game would be public before Anthony and I head to PAX tomorrow.  James will be manning the customer service account while we're gone.

Mac and Linux users, be sure to read the whole post, there's some important notes at the bottom for you.

Here's the basic plan:
-Push the new game binaries to the update server TODAY
-Update the game website and store TODAY
-Update the demos on our website TODAY
-Update the kongregate/newgrounds versions AFTER WE GET BACK
-Update the compatibility mode versions AFTER WE GET BACK
-Launch on Desura/Impulse/GamersGate/Steam SOON BUT EXACT TIME = TBD

Kongregate is by far our biggest audience, and although it might be counter-intuitive at first, that's why we're waiting to update the kong version of the game. This is because that version of the game is the most complicated, and we want to be absolutely sure we get it 100% right. The last thing we want is to update to the new version of the game, only to have people lose their save files, or any other problems. We know the download version is ready, so we can push that out now. We'll do that, catch any issues and fix them, and when everything's ready and we're back from PAX, give kong our full attention.

Also, we're not launching on our various store portals just yet, either, because we need to get special media kits ready for them and we're still signing some paperwork here and there. That will be coming soon.

Finally, we have special "compatibility mode" builds, standalone executables for people who have trouble with Adobe AIR, but these will have to wait until we get back from PAX, as there's some extra fiddling I have to do to get these to work.

I'll follow up with a proper launch post with trailer video and a public newsletter release soon, but this is just a quick public "heads up" so you know what's going on.

I will be turning things on in "reverse order" today, so I start by flipping the switches that affect the least people, so I can catch any errors early and fix them before it hits the biggest audiences.

So, this means I will upload the linux builds first, then the mac builds, then windows.  I'll update the update server first, then update the store binaries, then update the demos, then update the website itself, and if nothing's broken yet, embed the new video trailer and presskit and update the full website.

This will likely take all day. Please pardon our dust as we go through this delicate operation. We have been doing some vigorous testing, but I'm SURE something will go wrong that we won't be able to address immediately - hopefully that will just be small stuff, though. We will put out patches for anything severe as soon as we get back from PAX.

TWO IMPORTANT NOTES:

Mac users:If you have the newest version of Mac OS X (Lion), Apple in their infinite wisdom has put up a scare-screen that implicitly labels all software apple hasn't personally vetted as malware.  We're currently going through the process of being approved by Apple, but they're not done giving us a full anal probe just yet, so you might see a "DONT INSTALL DEFENDERS QUEST OR IT WILL EET YORE COmPY! ZOMG!" screen. Unfortunately, you literally won't be able to install Defender's Quest if you don't change your default security settings. See this page for details.

Linux users:
There is a known issue in the game for dual-monitor setups. If you use the in-game resolution utility to change the fullscreen resolution, it might not correctly revert to your original dual-screen setup when you exit the game. It seems to work well for just one monitor, but you should be aware of this issue. We intend to fix it soon, but it's a quick heads-up. Just run the game in windowed mode, or fullscreen it without changing the resolution. To my knowledge this bug only happens on Linux.

Thanks for your support!

Defender's Quest coming to Steam!

Before I give you guys the big announcement I've been promising, first thing's first - yes, we've heard all about Steam Greenlight, in fact you've all been emailing us pretty much non-stop about it :)

Now for the announcement.

Turns out, we won't be submitting Defender's Quest to greenlight this August, because we just heard back from Steam and their decision has rendered the issue moot.

*Ahem.*

Our review team has taken a look at the information provided, and we would love to offer your game on Steam.  Please provide your full, official company name and mailing address, and we'll get the process started.  Let me know if you have any questions.
(Emphasis mine).



We've actually known for a while now, in fact, we got the email a few days before they announced greenlight, so we have just been holding this back until the contracts were signed making it official.

We're in touch with Steam representatives now, and though we haven't signed the final paperwork just yet someone on our forums did some snooping and outed us already, so we'll just go ahead and make this public now :)

The only real thing that would prevent us from getting on Steam at this point is us deciding we're not happy with their contract terms (and from what others have told me they're supposed to be quite reasonable).

Now that Steam is really happening, I'd like to update everyone on where we're at with Gold Edition.

1. Where are My Updates?

First off - people have been emailing us about the latest updates, wondering if their game updater is broken.

Do not fear!  If you're running version 0.9.01, you have the latest public version of the game. We temporarily halted incremental updates while we were working on Gold version because it involved some major surgery to the guts of the game, and we have to finish sticking all the organs back inside the patient before we can wheel him out of the hospital :) The next update will be gold edition, when we skip ahead to version 1.0.0

Our latest private test build is up to version 0.9.52 - if you want to be a tester, just PM me on our forums.

2. Is Gold Version a Free Update?

We keep getting this question, even though we've answered it a bunch of times in a bunch of places, but I just want to be absolutely clear - YES! Gold Version will absolutely be a free update to all current owners of the game. Free updates means free updates!  :) 

The price will be going up to $9.99, but that's only for new purchasers. So if you want to get in early, now's your chance to buy the game while it's still only $6.99!

3. Will we get Steam Keys? 

We don't know. We'd like to give existing owners of the game a free steam key, but that depends on two things:

1) If Steam will let us - we haven't heard back on this issue just yet.
2) Technical Feasability

To date, nearly 16,000 people have bought Defender's Quest. Our team consists of one full-time worker (me), two part-timers (Anthony and James), a musician (Kevin), and a handful of external contractors.

So, I want to give everyone Steam keys if they'll let us, but I'd have to figure out some way that doesn't involve manually answering thousands of emails. We'll keep you posted.

4. Show me the SEXY NEW ARTS!

Okay, I've been enough of a tease! Let's show you some before/after pics comparing Gold vs. Old.  Art is very near final - only minor tweaks at this point.

First of, let's take a look at the new battle graphics. We have new sprite art for all the characters and enemies, as well as new tiles.  Sprite art comes courtesy of Tyvon Thomas, and the tiles were done by Zhi Jiang.

(Click to embiggen)

All the characters have new animations and everything looks a lot more fluid and lifelike than before. I should really post some video clips.

(Click to embiggen)

As you can see, the overworld's been given a major overhaul. The new Azra sprite was done by Tyvon, and the tile art is all Zhi's work.  Azra is animated now too - her cape and hair blow in the wind while she's standing on the map.  Also, I've done my best to simplify the interface, removing the ugly chrome and just replacing it with black, and toning down the candy-coloredness of the buttons.

(Click to embiggen)

Obviously, the cutscenes have been given a massive overhaul. The amazing Karen Petrasko illustrated all of our new backgrounds, team member James Cavin is responsible for the character art, and I've been handling the new shading/lighting overlays for the characters.  We initially considered redoing all the characters in a completely new style, but given that we have over 200 unique poses (not including mouth open/closed frames), that would have been prohibitively expensive in terms of both time and money.

The town and party interface have gotten new paint jobs, too.

5. Show me the SEXY NEW FEATURES!

Okay, so a while back we made a bunch of flimsy promises about what we're going to offer in Gold edition. I'm proud to say we were able to deliver on most of them, and even throw in a few more!

Here's a quick list:

  • New Game+ mode!
  • 7 new sidequests!
  • Lots of new cutscenes! (for the sidequests)
  • 8 bonus battles! 
  • 8 magic books for Azra!
  • Unique item upgrades, with special powers!
  • Re-balanced spells that grow with Azra's level!
  • Advanced targeting logic for defenders!
  • New enemy types!
  • New bosses!
  • Mod support!
  • Tons of bugfixes!
  • Tons of balance tweaks!
  • Preview enemy stats before battle!
  • Detailed enemy and status effect info in battle!
One feature that didn't make the cut was Azra's journal.  Unfortunately, James injured his writing hand, so we weren't able to get that content ready in time. We'll do our best to release this feature as a free update in the near future, and any journal entries you would have unlocked through play will just appear retroactively.

So, let's talk a little bit about some of these features and how they improve the game experience.

New Battle Stuff

There's a lot of new little things in battles I want to talk about. First of all, when you mouse-over enemies in the battle preview, it will show you what level (or levels) they will appear at in battle, and what their stats and abilities are. Previously, the only information you got was the enemy graphic and level ranges, so it was kind of hard to mentally prepare for a battle. 

(Click to embiggen)

The version on the left is from the old game, and the version on the right is from the New Game+ version of the same battle, which features buffed-up Snake Ghouls that have a 70% chance of dodging physical ranged attacks (like arrows).  

Let's look at some changes in the battles themselves.
(Click to embiggen)
First, we're now using icons for stats instead of text, we've got a new targeting bar with advanced options, and you can now toggle individual skills on and off. 

I changed the color of the recall button to blue so it stands out better against the health meter. I also removed unnecessary words to reduce clutter, etc.

New Targeting Logic

I shrunk the target buttons and replaced words with icons to indicate first/last/strong/weak/fast. There's also tooltips that explain exactly what each one does.  
There's  four new "options" that can be enabled  independently of your main target option - you can have all, some, or none of them active. Finally, there's a save button to make the current settings the default for this character. Very convenient!
The four new targeting options are "cheap", "effect," "chance," and "bulldog mode", respectively.  

CHEAP:  If the current target can be killed outright with a cheaper attack, use that instead of the best one. This lets you avoid overkill.

EFFECT: Optimizes attacks that use status effects. This makes your defender avoid enemies with incompatible effects (don't use fire on ice, etc), as well as enemies that are immune to or strong against your attacks.  Finally, it makes you favor enemies that have the least (amount*time) of your current attack's status effect.  

Example:
Wrenna's logic is 
"Last+Effect" - she hits the last enemy in range, inflicting chill. Next, she hits the second-to-last enemy (has no chill yet), and inflicts chill. Then the third-to-last, etc, until chill runs out on the original target, which she hits again.

CHANCE: Makes a defender favor enemies with the least chance to dodge or resist their attack.  This takes into account darkness, as well as enemy strengths (more on this later).

Example:
Ketta's logic is "Last+Chance," and she has two lines of enemies in range, a group of vanilla revenant in front, and a group of dark worms behind.  Normally she would target the last dark worm, since her logic is "Last."  However, those have a 75% chance to dodge, so she targets the last vanilla revenant instead.

BULLDOG MODE:  When bulldog mode is on, a defender will stick with their current target until it dies, goes out of range, or the main target priority is switched.  This is for when certain enemies are likely to fall out of your target logic as their health changes or other mobs come into range, and you want to make sure to keep pounding on the same one. 

There's one final option that only appears on boss battles - ignore/don't ignore the boss. This covers the edge case where you want to do something like target the strongest enemy, but NOT the boss.

Stat Icons and Skill Toggling


The old interface was pretty wordy and cramped. Given that I was using obscure abbreviations like "EVA" anyway, I figured I'd move to icons that take up less space and don't visually compete with the actual stats. 

There's tooltips on everything, so you can figure out exactly what each thing means if something's unclear. 

You'll notice on the left that "Whirlwind" is red, indicating that the technique is unlocked and ready to use, but it's been darkened. This is because you can now click on techniques to disable them in case you want to "save" them for later.

Example:
Let's say Slak is about to face a mob of  15 slow-moving Revenant that will all clump up around a corner, but - oh no! - a single fast-moving worm is running ahead! Normally his whirlwind would be wasted on the worm. Instead, you switch off whirlwind and dispatch the worm with his other skills. Then, you wait for just the right moment with the huge mob, switch it back on, and take them all out.

This kind of micro-management shouldn't be necessary for most of the game, but I figure it's best to give people too much control rather than too little. Besides, some of the really nasty revenant in New Game+ have crazy new abilities that might need this kind of fine-tuned response.

Which brings me to...

New Enemy Abilities

Designing a whole new set of battles for NG+ would be an insane task - we'd basically be making a whole new game. However, it'd be a major letdown to just have higher-level monsters. So instead, we came up with special NG+ only variants of the old enemies that replace them in the new missions. 

So, everywhere you see a Snake Ghoul in the old game, you'll see a Snake Ghoul+ in NG+, etc. Not only do these enemies have pumped up stats, they also have new abilities. 


This is the new enemy panel. This shows the enemy's basic stats (speed, attack power, range, how much damage they'll do to Azra), as well as any special abilities - such as number of strengths (the bicep) and enemies spawned (the egg).

Mousing over the bicep explains what the specific strengths are, and mousing over the egg reveals what kinds of enemies are spawned.  The status panel to the right shows active status effects, and mousing over these shows the effect and remaining duration of each.

This Blood-Mad Revenant+ only has a few of the new abilities on offer, so let's take a look at the full range:
  • Regeneration - enemy regains health over time
  • Strength (resist) - enemy takes less damage against certain attack types
  • Strength (evade) - enemy has a chance to dodge certain attack types
  • Strength (immune) - enemy ignores certain status effects
  • Porcupine - enemy deals damage to attacker when hit with melee
  • Phasing - enemy phases in and out of existence, and is impossible to target when phased out
  • Healer - enemy can heal other enemies
  • Russian doll - spawns an enemy that spawns a different enemy that spawns a different enemy, etc...
  • Spells - Zelemir and the final boss have always had spells, but now you can see what they are!
These all appear in various different combinations. For instance, most of the NG+ water enemies are immune to fire, most armored enemies are immune to cold, most attacking enemies have phasing, most vanilla revenant regenerate, and most fast enemies have a high dodge rate vs. physical ranged attacks (arrows, basically).  This is designed to mix up your strategies and force you to rely on different kinds of defenders in each battle.  Furthermore, most sidequests restrict which classes can participate, mixing things up even more. 

Of course, it'd suck if only the enemies got new powers.  Although there aren't any new skills or abilities for defenders, we've made a huge improvement to the equipment system.

Equipment Upgrades

First of all, all the store shelves in NG+ are stocked with new equipment to spend your hard-earned scrap on.  These items are basically "enchanted" versions of the generic stuff from the normal game, so an enchanted metal shiv - thanks to the power of magic! - is more powerful (and expensive) than an iron sword from the regular game.  

More importantly, all your unique items are getting a new lease on life.  Remember how you couldn't sell any of your uniques, even after they became totally obsolete? That's because in NG+, you can find some friendly hermits to transform them into amazing super-weapons.

(Click to embiggen)

NG+ battles will not give equipment as rewards, instead they will give skulls. These come in three varieties - stone, bronze, and obsidian. When you visit a hermit, you can trade in your skulls to upgrade an existing item - the above example shows swords. This always upgrades the item's stat bonus, but can also have additional effects.

For weapons:
  1. Adds % stat bonus, so it "grows" with you. This can be attack/defense or any other stat.
  2. Adds a new attack flavor (like burn, knockback, poison, etc).
  3. Improves an existing attack flavor (2x chance of criticals, poison does 1.5x damage, etc)
  4. Special bonus against a certain enemy type (2x damage vs worms, deals poison to spitters, etc)
For armor:
  1. Adds % stat bonus
  2. Resist vs. damage flavor (ex: 50% physical resist)
  3. Dodge vs. damage flavor (ex:  25% chance to dodge ranged) 
  4. Save vs. damage flavor (ex:  If HP > 5%, a fatal melee blow just reduces you to 1 HP)
  5. Porcupine - deal damage and/or status effect to melee attacker
Since the only way to get the super items is to earn them from the normal game and then collect skulls from the NG+ challenges, this encourages you to go back and try every challenge in both game modes. Your party data is shared between the two games, so whatever you achieve in one is automatically carried over to the other. Think of it as one party that can visit two different "game worlds" - that of the original game, and the new-game+ one.

Bonus Missions

Finally, when you're done with all that, there's the new bonus missions. Most of these will be large, "epic" battles with something like 100 waves each, but a few will be "endless" modes.  The current plan is to include one endless mode without attacking enemies, and one with. 

Bonus Missions are now unlocked as soon as you've met the smallest star requirement, regardless of whether you've beaten the game.  Furthermore, there's one set of bonus missions for both Normal and NG+ modes, and it counts stars from both games, so you'll have to go for 100% completion if you want to try the hardest missions. 

Bonus missions will grant large XP rewards, as well as books. We've currently got over a dozen books that we're happy with in the game that change Azra's spells and the rules of battle. 

Mod Support

Finally, I'm pleased to announce that Defender's Quest gold will ship with rudimentary mod support. Now, this is only for people who aren't scared of XML and diving into my questionably designed data formats. If you're one of the many who have been routinely hacking your save files, then welcome aboard :)

(Click to embiggen)

The way mod support works, is that you can export data from the game, change it, and then load it in as a mod. The game will then use your supplied data instead of the default stuff.  If you don't supply your own version of a file, it reverts to the default one.  So if you just change data files, it uses the default graphics. If you just change graphics, it uses the default data. Etc. 

This means you can do everything from simple data tweaks to enemies and defenders, to full-fledged "total conversions" with new art, new story, new overworld, and even new enemy types, character classes, and skills.  Anything we define through data (which is pretty much everything) you can change, too.  The only thing you can't do is add new fundamental logic to the engine, but we'll be in close touch with the mod community to add support for new things if we can.

Mod Support right now is still a bit buggy and I need to crank out some documentation for it, but for those of you who are brave enough, it should afford a lot of flexibility and creativity right out of the gate. There's also no tools (other than text editors and photoshop) to work with, and there's not a lot of useful error checking for bad data, so early modders are likely to break things in strange and beautiful ways without much feedback as to why. That's something I'll be working on post gold release.

I'll do my best to keep from breaking compatibility with old mods moving forward and try to continuously improve the experience. I can't WAIT to integrate Defender's Quest mod support with Steam Workshop. I'll be talking to the Steam techs about whether or not we can make that happen.

Summing Up

So, that's everything that's new in gold edition, I think. It's been a wild ride, and we are so grateful for all of your support.  There's loads of new content in gold edition, and hopefully mod support should give the game a lifespan long past just going for 100% completion.  I look forward to seeing what you all come up with :)

I suppose there's one last question - when's it coming out?

The answer is "very soon."  Right now the build is stable and we're just going through the final rounds of testing and balancing.  We could probably ship this Friday if someone put a gun to my head.  As I said before, we're still talking with Steam, so it'll probably be a while before that's ready.  More than likely, we'll ship gold edition on our own website (and push the update to existing players) and the other digital distribution portals (Desura, GamersGate, Impulse, etc) in the next week or so, and the game will be released on Steam some undetermined time after that.  I don't know how long it will take to get set up with all our partners, either, but my impression so far is that they've just been waiting on us at this point.

As soon as 1.0 goes out the door we will start working on 1.1 features, chiefly the journal. Depending on how things go, 1.1 might be the version that ships on Steam.

Freeloadable content - an alternative to paid DLC

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:
  1. It's impossible to sell more copies of DLC than of the original game
  2. DLC's price must be substantially less than the original game's
  3. 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. 

So let's assume 25% of our audience buys our DLC (an optimistic estimate), and we sell it for 25% of the base game's price.  This gives us 6.25% of our original gross revenue.  Not bad - and if we spent less than 6.25% of the money, time, and effort it took to make the original game, we just got a raise! 


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

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.    

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.

The Holy Grail of Digital Distribution

Cross-posted on Gamasutra. Twitter handle: @larsiusprime

The challenge of being an independent developer is that so much of your game's success is out of your control. There's no Department of Internet Money where you can present your neatly wrapped Cool New Thing and be justly rewarded with crisp thousand-dollar bills.

Instead, you can either self-publish or work with one of the many third party stores.  Either way, you're still going to have to do a lot of marketing work yourself - and even if you get onto a major platform like Steam, success isn't guaranteed.



Perhaps one glorious day, an online store will descend from the Heavens that lets anyone submit a game, immediately approves it, presents it to an enormous audience, and lets the game succeed or fail on its merits alone.  Brother will no longer fight against and brother, the lion will lay down with the lamb, and a bright new age of meritocracy will shine down upon us all.  Also chocolate ponies.  Amen.

Until that magical day comes (if it ever does), marketing, networking and all those other "businessy" skills will be just as important to a developer's success as the quality of her game.  Furthermore, the perception that you have to sit at the same lunch table as the Indie "in-crowd" to succeed will persist (regardless of whether that perception is true).

Will this glorious day ever arrive? I wouldn't count on it.  My advice to any would-be developers is to stop asking for permission to succeed.  Don't wait for someone to come along and fulfill your dreams or make you the next Cinderella stories - make games, share them with the world, learn some business stuff, and do your best to make it work.

But you know what? It's nice to dream. What if this magical store really is possible after all? I'll give you a hint: there's already something out there that's not too far from the dream, and chances are you've already used it.


What We Want


First, let's talk about what we're looking for.  This magical dream store must:
  1. Have a low barrier to entry
  2. Reward merit with financial success
  3. Connect developers to a large audience
Sounds great! However, these goals might not be compatible. Let's look at today's landscape.


Steam

Curated stores like Steam have a small number of hand-picked, high quality titles that are lavished with individual attention and promotion.  This is beneficial for both developer and customer - customers get great games, affordable prices, and excellent service, while developers get a huge audience both ready and willing to pay for their games.

The downside, of course, is that everyone wants to get onto Steam and there's simply not room for them all.  Even if Steam could reliably sift through their mountain of submissions, separating the undiscovered gems from the thousands of Minesweeper clones, there still wouldn't be room for all the great games that want to get in.  Steam is pretty close to our magic dream store in many aspects, except for the fact that you have a snowball's chance in hell of actually getting on there.


The App Store


On the other end of the spectrum, you have services like the App Store, which accept just about anyone who applies.  Not surprisingly, the App Store is flooded with games. Even worse, Apple shows no interest in fixing the store's fundamentally broken discovery channels. This forces developers to compete for slots on the "top app" charts, and leaves customers poking around in the dark, passing over countless games they would have loved.

Among other problems, the store is plagued by "race to the bottom" pricing. The only reliable path to success is to get on the charts, the most important of which are "most downloaded" and "most sold." Your game can't be "most downloaded" unless it's free, and your game can't be "most sold" unless it's 99 cents. There's no "most revenue" chart, so there's no chance of selling half as many units at three times the price and still staying on top. (Apparently there actually is a "highest grossing" chart, at least on iTunes. My mistake)

 This design pushes developers towards the free-to-play business model.  Free-to-play is fine and good, but it stinks that the store intentionally excludes a wider range of pricing models (The situation is somewhat better on the iPad, which can actually support games at various different price points).

There's also no way to sort the games by user rating, and search functionality is awful.  Given Apple's obsessive attention to design, there's every reason to believe these decisions are intentional.  Apple treats games like commodities, which drives developers to compete for visibility, which in turn drives down prices, which provides customers with a pile of affordable, disposable apps.  Every once in a while, Apple hand-picks a new "featured App" to be the next Cinderella Story, keeping hope alive for the next wave of developers.

The App Store falls far short of our magical ideal - it's easy to get onto the store, but success has a lot more to do with chance than merit, and game design choices are limited by Apple's preferred business models. Those that succeed despite these challenges usually have a focused marketing effort outside of the App Store itself.


A Different Way

It seems like there's some fundamental trade-offs at work here.  A strongly curated store like Steam or Xbox Live Arcade can be good for both customers or developers, but the bigger the store's audience, the harder it is to get accepted.  On the other hand, open stores like the App Store or Android Market will take just about anybody, but it's up to the developer (or the winds of fate) to actually reach that store's audience.

Couldn't there be some store that lets pretty much anyone submit a game, without drowning customers in a river of shovelware, or leaving developers up a creek without a paddle?

I think there is.

It's called Kongregate.


Full disclosure:  The lead designer of Defender's Quest, Anthony Pecorella, also works for Kongregate.  We started working together when he was looking for a programmer, and found a popular game on Kong that I had written.  

Now, as I said before, the magical store from the heavens doesn't exist yet.  Kongregate falls a bit short of the ideal, but it's leading the way.

What is Kongregate?

Kongregate is one of many free flash game portals on the internet.  Flash developers (like me) make games, and then distribute them to the public through these portals - the biggest ones being Kongregate, Newgrounds, and Armor Games.

Most portals run ads to make money, some of which they share with developers.  A few portals support games with microtransactions, which lets developers sell virtual goods with a small cut going to the portal.  Developers can also make money from sponsorship deals, where a portal pays a flat fee to brand a game with their logo.  Kongregate has the best developer support in the business - they were the first site that I know of to share ad revenue, they have the best microtransaction system, and their support staff is both friendly and helpful.

Even so, there's not much to see here.  Flash portals have been around a long time and most of the scene's developers aren't rolling in dough.  Here's what makes Kongregate different.


Discovery


Kongregate has, hands down, some of the best discovery in the business.  If you create a game that Kong's audience will enjoy, it will succeed, because the players that love it will find it almost as soon as it's uploaded.  This is not the case on the App Store - there are lots of iOS games that the audience would love, but will never find.

Kongregate's excellent discovery consists of a simple and powerful user rating system, excellent search functionality, lots of categories, and an easy-to-navigate website.  In stark contrast to the app store, the user rating is the primary way in which games are sorted and displayed to the player.  These ratings come directly from players, who can only vote once each, but can change their vote at any time.  By tying visibility chiefly to "how much players like this game" rather than any other metric, Kongregate gives each game the best possible chance of succeeding on its own merits.

This makes many undiscovered gems rise to the surface that any curated platform would dismiss.  A good example is Shopping Cart Hero, which can only be described as "ugly as sin," but has nevertheless earned a loyal fan base and over five million plays on Kongregate alone.

(To be perfectly fair, Newgrounds created an excellent discovery engine first. Kongregate built on the idea and laser-focused it on games.)


Sifting out the Crap






Since Kongregate will accept pretty much anything, a whole lot of crap gets uploaded to the system.  This includes outright broken games, plagiarized games, and semi-interactive slideshows of pornography or disturbing images.  The worst of these are pre-screened by site admins, and anything that doesn't violate the terms of service goes into a holding pen with minor visibility.  These games are held off of the main site while they are "under judgment" until they get enough user ratings for an initial score.  In this way, Kongregate itself imposes as little value judgment on submissions as possible.

As of this writing, Kongregate boasts "57,941 free games!"  About 1% of those have a score greater than 4.0 stars, and only 14% have a score above 3.0.  All of the games on the front page are among these high-scorers, and the site keeps things fresh by with weekly and monthly categories for top-rated new material.

The most important part of this procedure is that it is not  arbitrary.  Subjective taste is still involved, to be sure, and it doesn't mean some "good" game won't get passed over - it just means that the audience itself is the final arbiter of what's good or bad, not an accident of the platform's design, or the whim of a curator individually picking the winners and losers.

That said, Kongregate does give personal, curated attention to select titles by featuring them on the front page, and giving them "badges" for players to earn (when a game gets badges, it's swarmed with players).  Unlike the "featured" games on Steam or iOS, however, there's a degree of objectivity to these selections - featured games must meet a minimum rating score to qualify, and there's usually few enough of these that Kongregate can just pick the top three or four out of the latest batch of games.

Finally, Kongregate has started experimenting with a Netflix-style recommendation engine, where it uses your rating information to show you other games you might like, offsetting the mass-appeal bias of the global user rating.

Money




Kongregate has a huge audience, provides a great service to their players, and a top-notch discovery system. What more could you want?

Well, the one thing holding Kongregate back from being the store to end all stores is that... it isn't a store :)

Most of the games are free, and they've only recently begun experimenting with microtransactions. Furthermore, their focus is browser-based games, rather than downloadable titles or stand-alone apps. They have, however, expanded well beyond flash games, and now support Unity, Java, and HTML5.

Kongregate has been particularly successful with free-to-play flash MMO's, such as Spiral Knights and Realm of the Mad God.  The more traditional format that we see on Steam, giving away a free demo to sell a premium game - has only been used in a few Kongregate games so far. Successful examples include our own game, Defender's Quest, as well as the strategy fan-favorite Creeper World. While Defender's Quest did well with this model, we took a hit to our review score because some players didn't like the fact that it was a demo. Creeper World, on the other hand, managed to drives sales and avoid any backlash to their business model.

As these experiences attest, there's potential here, regardless of whether your business model is traditional or free-to-play. Given that Kongregate's parent company, GameStop, also owns the more traditional digital distribution platform Impulse (a Steam Competitor), I can see some potential synergy.

Summing Up

My magical meritocratic game store hasn't arrived yet, and it might not ever, but I think there's hope.

Today's stores each have their pros and cons - Steam is awesome but inaccessible, whereas iOS is open, but crowded and arbitrary.  Kongregate comes the closest by accepting everyone, and then dutifully sorting the wheat from the chaff and directing players to the games they'll love. The only missing piece - and it's a big piece - is turning it into an actual store.

Who knows what Kongregate will do - I have no idea if this business move would actually be good for them (although it would certainly be good for me!).  Furthermore, there's no reason someone else couldn't build the magic dream store, building on Kongregate's model just as Kongregate built on Newgrounds'.

There are a few "indie" alternatives to Steam like Indievania that are taking steps in this direction, but are still relatively small.  Kongregate's main advantage is that it already has a huge audience.

Regardless of who actually does it, however, the outlines of the blueprint have been drawn. There's still a lot of work to be done, but I don't think the dream is impossible anymore. Someday, someone might make an online game store that lets anyone succeed if their game is good enough.

A man can dream, right?

-Lars out

P.S.
Kongregate: if you're reading this, feel free to use these ideas. In exchange, please send one (1) billion of your Earth Dollars to my orbital battle-station, c/o the Department of Internet Money.

P.P.S.
Newgrounds: forget Kongregate! I always loved you best. Please send me a thousand squadrons of tanks, piloted by your witty and insightful Tank Men(TM). With them we will conquer the world and remake it in our glorious image.

Indie RPG's on sale TODAY

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.

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)
Reviewed by: IndieRPGsRPGWatch

$14.95 (was $24.95)


$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

Dungeons of Dredmor
$2.49 (was $4.99)
Reviewed by: IGN, Bit-Gamer

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).