#it's not that everything has to be a AAA game right
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fadewalking · 2 years ago
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okay ya'll exposed me, the rumors are true-
I do not appreciate a side scroller game.
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violet-dragongirl · 2 years ago
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I dunno I think story pacing is going to be a bit odd and too long in Starfield
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deerspherestudios · 2 months ago
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Okay my curiosity is killing me, I saw that you said when Atom makes something it is no longer apart of him so he can’t just become anything…. But at the same time I’m so curious what would happen if he attempted to make like a human form?? Like would it end up as an entity entirely separate from him, fail as a whole, or would almost be like two atom’s to deal with? (That would probably get jealous of each other LOL)
He can make our favorite creature so theoretically he could make a person but like, if he doesn’t fully understand the behavioral characteristics of a creature, can he really make it?
IM SO SORRY I HOPE I DID THIS RIGHT I REALLY TRIED TO LOOK THROUGH EVERYTHING 🙏🏻 I love your games so so much! thank you so much for what you’ve created. Your work has genuinely changed my life for the better. 🩷
Aaa thank you for the sweet message and support! I was gonna explain it in this ask how Atom's transmutation ability works when it comes to creating living beings but the explanation was already so long I cut it out. I'm glad I get to explain it here!
To start, I always intended Atom to feel a bit eldritch-y, so this is probably the part where that aspect applies. Below is a clumsy explanation so bear with me, but to jump straight into it, this was what I had in mind:
So I've established they can make anything as long as they're familiar with it. If you're wondering how it learns, it's kinda hinted in-game when Atom mentions learning recipes from Kiara the cook after it dissolved her. I wouldn't know how to explain how that happens but chalk it up to being an alien lifeform! Also!! Think Warm Bodies I guess!!
Is it akin to a god if it's able to create life? Uhhh, shrug! I'm just having fun with them so just brush past this detail haha.
Anyways, the point is they can make stuff! This can be living and non-living things, but the caveat is anything 'living' kinda acts,,, off? The creature will look like it's alive but it feels like terribly programmed AI if you observe them long enough, with things like:
forgetting to breathe or blink
doesn't eat, doesn't drink, doesn't excrete anything
making the wrong noise
doesn't move like it's supposed to
flopping 'dead' for a few seconds before 'rebooting'
will dissolve into the rest of the worms when you're not looking (thus becoming a part of Atom again)
Extremely uncanny, extremely uncomfortable to watch. But if you ask Atom to shapeshift into something else, it'd still be a bunch of worms making up that shape.
For the sake of clarity, let's say you want a cat, that cat is gonna be it's own cat, however strange it might act.
If you want an Atom-shaped cat,, it's gonna look like worms.
I'll just use this doodle and hope it gets the idea across because I'm having difficulty explaining it but I hope it makes sense!
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Edit: Actually now that I think about it, it's similar to this scenario from one of sanfangzhu's fancomics titled Reshape! Though,,, canonically the end result isn't gonna be that graceful hahaha.
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rootspiral · 2 months ago
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Agatha All Along deep dive: episode 8 part 8
(AAA entries: ep1 [1][2][3][4] ep2 [1][2][3][4] ep3 [1][2][3] ep4 [1][2][3][4][5][6][7][+1] ep5 [1][2][3][4][5] ep6 [1][2][3] ep7 [1][2][3][4][5][6] ep8 [1][2][3][4][5][6][7][8][9] ep9 [1][2][3][4][5][6])
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so anyway rio could have stepped in at any moment and ejected billy into oblivion / prevented agatha from getting a full recharge. but did she? no, no she didn't. this is absolutely a fucked up game they're playing instead of talking about their feelings. rio tried to talk and agatha rejected her (almost) every time, so theatrics and blood it is! god it sucks so much that this stupid flirt/hurt/posture/dance is the only way agatha allows them to communicate.
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agatha's smirk! she's like, now you're gonna get it! now I'm gonna fuck you up!!! rio has been throwing her around like a rag doll, but now that she has her powers back agatha can finally put allllll her shields up and do a little show of her own.
when it comes to agatha everything is about being in control of the narrative, being the one who hurts rather than being hurt, never showing any weakness or vulnerability. she was awfully vulnerable without her powers and that has allowed rio to creep in closer, something that agatha had managed to escape for so long. it's no coincidence that she chooses this appearance, the same one she chose when going face to face with wanda. this is what she was trying to look like with her purple coat too: the formidable, merciless witch. it's an armor she clings to, a mask to feel powerful that won't ever show the mess she's hiding underneath. this is what agatha chooses to look like when she's scared.
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rio: fuck off you little meddling twink the adults are talking
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agatha: mwhahahah I'm such a big scary villain just lemme check if billy's okay real quick.
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actually let me gush for a second about agatha's greenhouse being full of herbs and potions! her witchy basement disappeared because she had built it with a magical illusion, but in here she's been totally experimenting with physical craft (neeeerd).
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billy's like, are those two fuckers honestly actually flirting right now
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CHILDREN I swear to god
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LEAVE MY INFURIATINGLY STUPID EVIL MOM ALONE!!!
poor rio. just her luck that when she finally gets to corner agatha a baby maximoff comes into the picture. I love my perfect mama's boy.
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the bittersweet look she gives billy. she's truly having a lot of firsts, now she finally admits that all her dancing/fighting with rio is futile, it's just for show and it won't ever truly solve anything. what is she even doing, involving billy? billy who's still so earnest, so eager to help.
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I SEE YOU JAC SCHAEFFER! I SEE YOUR EVIL WAYS! I SEE YOU CREATING THESE SILLY LITTLE SHOWS SO YOU CAN EXPLORE THE IMPOSSIBILITY OF LOSS AND GRIEF AND OUR OWN MORTALITY!!!!
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but she's being 100% genuine here???
okay, no, this is still agatha we're talking about.
she's being aT LEAST 80% GENUINE! she's having a moment of clarity, she's contemplating the true awfulness that would be sacrificing billy on the altar of her own fucked up issues. the mask has slipped and the real agatha is peeking through, swords in her heart and all.
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her parting words to billy: you are not bad. the same words she wanted to imprint on him when they had their first mask off conversation. don't let people cast you as a villain, like they did with me.
Neither are you, says Billy.
You're the only one who thinks so.
The thing is, being so hated, doing all the fucked up things she does, really hurts agatha. It's no justification whatsoever, doesn't make her any less of a villain. she goes out of her way to be misunderstood, to never show any weakness, to selfishly rationalize all the horror she inflicts, because the alternative is opening up to more potential hurt, and she's been hurt too fucking much in the past. and the more she pushes people away, the lonelier she is. it's a vicious circle.
three people loved her despite it all: rio, and she ran away from her when things got too overwhelming. nicky, and that's a whole other mess that I'll get into next episode.
and now billy loves her, and she craves that love just as much as she wants to run away from it. she'll hurt billy to protect herself, she'll hurt him first because she's afraid that he eventually will leave or die or get mad and will hurt her. because right now? she's feeling so much love for billy, and that's terrifying to her. the more she loves, the more she opens up to heartbreak.
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both gorgeous shots
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billy: I'm not that nice.
also billy:
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then she got an idea. an awful idea. agatha got a wonderful, awful idea.
oh this is perfect, isn't it, agatha? you somehow convinced the boy to turn himself in! if he goes through with it, rio has promised to leave you alone! you'll be free to crawl back to your dark dark corner and accumulate bodies and power like the old miserable smaug you are!
you can see agatha's survival instinct kick into high gear. this is how she has survived so long. this is what she does.
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BILLY'S FACE. I got to laugh a bit, sorry kid.
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rio shaking her head both in triumph and exasperation. of course you betrayed the kid, agatha you piece of shit. rio didn't expect any less from you.
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and she can't even look at him, the coward.
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but I thought we were having a moment??
he went ahead and made a grand gesture without being ready to actually sacrifice himself whatsoever, and now he's going "mom??? come back and pick me up, I'm scared??" it's like agatha is kicking a puppy.
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the slow, dramatic turn. the evil grinchy grin. this is the most egregious example yet of agatha putting her mask on, and we have all the context to understand exactly what she's doing and to see what's going on both on the surface and inside her wretched little soul. she's not cruel and uncaring, that's play acting - she's actually small and scared and a coward. she's once again running away screaming, rationalizing it as a smart choice and breaking her own heart in the process.
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so I know billy's telepathic line was added in post because disney execs feared audiences wouldn't buy agatha turning around on her own. what absolute buffoonery, such massive disregard for your viewers' intelligence.
...on the other hand. billy full on misreading the situation and trying to fix things that are beyond him, only to accidentally hit the target? somehow fixing a delicate fragile problem by hitting it with a hammer? totally on brand for him.
is this how nicky died? it kind of is. she did choose her own fear over nicky's well being, despite loving him so so much.
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whether you choose jac's version or disney's version, here's what happens next: agatha stops in her tracks. her stupid grin fades away, and she clutches her chest. she finally did it, she told a lie too big. her poor heart, already bleeding from all the swords stuck in it, simply cannot take one more stab. sure she's all about self-preservation, but at this point she's damned either way: she either goes out saving billy or she's killed by her own regrets and sorrow.
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she turns around. she runs. not to billy. to rio.
going back to what my mother jac schaeffer (whom I love more than jesus or pizza) said: this is not agatha enacting a grand plan, she's not taking a ~calculated risk like she'll tell billy later, the fucking liar that she is. sure, she had a vague hope of turning into a ghost, but she didn't know for sure. this is agatha's emotions taking over her brain - like they tend to - and forcing her to use what are probably her final moments on earth to TAKE WHAT SHE'S BEEN CRAVING ALL ALONG
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agatha grabs rio's face and SMASHES their mouths together. FULL ON proceeds to EAT HER FACE she wants her so much. rio is shocked for a moment and then closes her eyes and gives in completely. and you can see the poison taking over because this idiot - this gorgeous, tragic dork - has decided to kill herself by absorbing rio's powers - but this is not going to be a mere 'peck of Death', no sir, that's not what it's called! agatha is gonna SNOG Death, she's gonna TONGUE that immortal being, she's GETTING ALLLLL HER MONEY'S WORTH. dear lord the HUNGER and YEARNING and DESPERATION on her face.
and I love that she's taller here. they're basically the same height so who's taller depends on the shoes they're wearing, but I love love love that agatha gets to engulf her for once. agatha taking control, rio giving herself up completely
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what? you thought that now that magic has been absorbed THE KISS would be over???? well THINK AGAIN. because now we're going to switch angles, we're going to linger, we're going to make it look like almost gratuitous fan service, oh yes we are!!!
I truly don't know what to say. I would like to thank jac of course, and kathryn hahn and aubrey plaza for MAKING THE FUCK OUT and exchanging so much spit on camera like the true professionals they are. thank you writers room, thank you to all the crew who had to listen to the ungodly noises these two were undoubtedly making. thank you gandja monteiro for directing this. I'm going to even thank the lighting department for making it thunder so we can (more or less) see what's going on. this was truly a group effort. well done you all!
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and they keep kissing until the very last available moment, and rio doesn't know how to let her go
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but this is so on brand for agatha. you know if rio was in her place she'd try to be as gentle as possible to ease agatha's grief. agatha literally went for the most dramatic, most over-the-top, most emotionally devastating way to go. this was supposed to be rio's big moment! and what does agatha do? she makes it all about herself. again. should be the other way around, but once again rio gives, agatha takes. you just gotta laugh at this point.
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Death looks on stone faced as her love turns back to nature and balance is restored. she wraps herself in her cloack and tries very, very hard not to cry.
agatha really went and made rio kill her, didn't she? rio, who isn't ALLOWED TO. these two are soooo wrong and so toxic for each other and yet they love each other so freaking much, I truly cannot get enough of them.
go to episode 8 part 9
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twistedpink · 28 days ago
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Jamil x hypeman reader?? Like jamil falling for someone who just is always hyping him up and cheering for his stuff or something??? Idk Jamil getting praised and loved on
Jamil x hypeman reader
OMG YES
Jamil gets this special kind of high whenever you support him, nobody else does it like you do.. He’s even picked up your good self talk for whenever he’s down, but it’s so much better when you do it :(
Hypeman!Reader is not some yesman! They know when their schemer’s in the wrong (and they make him know about it, loudly), but when he’s right he’s right. It’s only fair to appreciate him when he’s so dependable, he’d do the same for you :) probably
AAA supportive!Reader convincing Jamil that he has worth outside of other people,, that he’s not “better” than someone, or good “despite” his circumstances. He’s good the way he is, your Jamil <3
omg Jamil getting the best, loudest hype at basketball games >>> You’ve even cached in favours so there are plenty cheerleaders for him in the crowd, but he only ever looks at you. Dedicating every shot to you silently- he promises that when he becomes great, you’ll be at his side for being so sweet. But you’ve never pushed him to be better, the way you think he’s as good as you are puts him for a loop. You’re the good one, and for your efforts he’ll always make sure you know it!
Poor Jamil just can’t take a proper compliment, everything that puts him in the spotlight’s had some ulterior motive until now. So why can’t he say you’re the same way? He starts supporting you no matter how much you oppose it. You’re worth it, for being his treasure <3
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tench · 3 months ago
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Veilguard is such a weird game.
It's not a Dragon age game, it's bately a role playing game. It's an ok action. Even though it is the most stable AAA release it is still just a bunch of barely tied together stuff in a trench coat.
The writing (insultingly dumbed down and absolutely incapable of taking itself seriously untill the last 1/6 of the game) is all over the place, the direction is nonexistent judging by the tonal shift from one quest to another. We can have very heart felt monologue about the fear of death sit right next to a conversation where a lot of things are told using one specific phrase (I really hope in a clumsy attempt at emphasis) repeated till these words lose any meaning to you.
There's also a problem of role-playing in this "rpg" and the Rook. None of your dialogue choices matter in terms of defining your character, no matter the option you choose, the general conversation will carry the upbeat silly tone. "Your backstory and class matter more than your race" works untill it doesn't, like when you are a dwarf but you are denied your own journey and realizations tied to the titans, and maybe it is not your journey to take yet you can't even try to be a part of it, even when Harding is actively reaching out to other dwarves to share this connection. It's also weirdly more interested in writing romance between npcs than for the main character (Lucanis comes to mind, it feels like the game is actively punishing you for pursuing him, you have to lose the whole shadow dragon faction, you won't get to hang out with Dorian and still you have bare minimum and he more interested in Neve anyway), that's extremely funny that this game is player-sexual yet completely player-aromantic. (And I miss the dai option where you can come up and kiss your LI whenever you feel like it).
I won't even touch on the weird and unnecessary sanitation of everything, like we can't allow people or factions to have negative traits whatsoever. And it's not "southern propaganda", it's "we are not engaging with complex topics for the sake of clear dichotomy between good us and evil overlords". Speaking of which
The whole plot.. The general idea of it is ok. You come to stop Solas, you make the situation go sideways, you have to work together to fix your mistakes and maybe learn to sympathize with the antagonist haunted by his own transgressions with the main theme being legacy and your relationship with your culture and the baggage it brings. But the journey is a complete disaster. Part of it works solely because the characters absolutely Refuse to make a plan and the other - because the main character has a blunt head trauma. Maybe it's related. Maybe it's all a mass hallucination. I may try to elaborate on how it's absolutely ridiculous how little the inquisition and the politics have any impact in this game yet somehow 8 people squatting in the Fade with no political affiliations are held responsible for providing for every faction they come across. I won't even try to make sense of it. It's the usual case of "the main character does everything".
The direction is not only absent in the writing. Some lines that are ok in text delivered in such a way you may think they were allowed only to use the very first take.
The music is absolutely forgettable. Also the odd riff during the dramatic reveal absolutely took me out because I thought I heard kazoo (but I bet Varric would love it).
The visuals are.. Ok. It's pretty on the first glance but the more you travel the more you realize that the general design of the locations are kinda lacking. They have this weird gradient that makes everything a little bit more unfocused and a bit washed out. There are also too many cases of the horisont just drowning in the fog. Air perspective is great and it suits locations like Necropolis, but I would argue that these establishing shots should be used for environmental storytelling in other places, with some focal points in the background, like during the final mission where you see the world absolutely drowning in the blight, devouring local statue of liberty. Or the dead Titan. Or the first shot of the Veil jumper forest (I forgot how it's called) where you see the ruins going into he sky. But because of the fog (or sometimes darkness) it feels like the game is more interested in cheating the optimisation than to hint on the bigger picture (like the chantry and the gallows buildings that you can see almost from all locations in DA2 or the andrastian/dread wolf imagery of inquisition)
So, in conclusion. Not the worst game I played, yet disappointing, even if we pretend it's not an installment of a beloved franchise that people were waiting for 10 years.
Ps. Also making such a game with nerfing all the lore only to nuke all the legacy locations is a choice I won't ever understand. It's like it is not for the fans and it's not for the new people but a secret third thing.
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nadvs · 7 months ago
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OMG, i’ve never written one of these so im nervous lmao. I wanted to say, I am ABSOLUTELY in love with this basketball!rage stories you have going on right now!
Don’t know if i’m getting to ahead of my self, but I can literally imagine reader and rafe when he gets drafted to the NBA. Or even reader sitting courtside on his NBA games, whether only her or with this kids! Also like imagining rafe winning the NBA finals.
I don’t know if you plan on going that far with this series, but just would absolutely love to read about them more!!!! Your writing is so AMAZING!
hi hi aw thank you sm for reading and messaging!! 🥰
based on this fic
AAA I LOVE IT she’d be supporting him as he waits for draft night and he’d be fooling everyone but her that he’s not nervous. in reality, he’s scared as hell that he’s gonna go undrafted.
but then he’s offered a two-year contract for a team states away and that’s when he knows for sure that he loves her because underneath the excitement he feels, he’s scared the distance will ruin things between them.
they do have troubles and they argue a lot when he moves away because their worlds become so different and he gets so busy and wrapped up in his new life. but he doesn’t let it fuck things up. he flies back to see her every single chance he gets. if he’s not playing or training, he’s finding a way to see her. eventually she regains trust in their relationship and uproots her life to move in with him.
the tabloids eat their love story up. she’d be sitting courtside and the camera’s focused on her pre-game while the commentators are talking about how good his season’s been and how interesting it is that he and his girlfriend are college sweethearts from rival schools.
during his first finals season, he injures his shoulder and he goes into a dark place once he gets told he needs to sit out the season. he takes the time off for rest and physical therapy. she’s there for him every day. he’s stronger and better the next time he gets a chance to go to the end with his team. he wins the championship trophy and after celebrating with his teammates into the early hours of the night, he crawls into their bed and he feels like he has to hold her as she sleeps because he cannot believe that this is his life and touching her makes it feel more real.
the next morning, he’s hungover and she tells him he should’ve hydrated (she’s been nagging him about that since their college days).
he has a reputation for being an angry, aggressive player. he becomes a figure people love to hate. he hardly ever agrees to do interviews he doesn’t have to do, but he gets offered to be part of a docu-series on athletes who had almost career-ending injuries but bounced back and he agrees to do the interview with his girl by his side and people all over social media are obsessed with them and how funny their banter is and how obviously in love they are with each other.
it gets to a point where they can’t go anywhere without being recognized and hounded, so he prioritizes booking quiet, private vacations for them every few months so she doesn’t get overwhelmed by it all. she keeps him grounded. she knew him when he was nobody, just a college ball player who bickered with her all the time.
throughout everything, the nature of their relationship never changes. they joke around a lot, but they give it to each other straight when they need to, and it’s what makes them have a strong, happy life together 🥹
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horrorvale · 2 months ago
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HorrorVale Development Blog: End of Year
Hello, citizens of HorrorVale!
As the year draws to a close, we (or more specifically me, Dustin) wanted to put together a little blog to talk about HorrorVale! How launch went, what our current and future plans are, and more!
(Note that this blog post does not receive audio, so if you respond I cannot hear it.)
Dream Colosseum
First, before I start talking about HorrorVale's Launch, I want to discuss an upcoming patch.
Currently, we're working on a massive patch for HorrorVale that will include the following:
Even MORE bug fixes
Brand new optional dialogue for every single party member in the game for main story cutscenes
More skill re-balancing
Other minor things and scenes I still wish to include
But most importantly... The DREAM COLOSSEUM!
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I originally didn't think many people would bother with the "Secret Bosses" in HorrorVale, but since so many of you enjoyed them and also desired to get more opportunities to mess with party combinations, I decided to punish you horribly!
The Dream Colosseum is a brand new feature that will allow you to fight Bosses you fought previously, now all scaled up to End game stats, with new moves and quirks, and all very difficult.
If you've fought the "Last Secret Boss", now you get to imagine what a Dream Colosseum version might be like.
It will require you to 100% the game to access, but won't give any unique rewards outside of a cosmetic change to Alice's bedroom so people don't feel compelled to torture themselves for completionists sake. Naturally, there won't be any new trophies either.
Right now we're working steadily on this update, and hope to have it out very early next year.
Now that that's out of the way, let's talk about how launch actually went for HorrorVale...
HorrorVale Launch
After 8 years in development and 5 years since announced, HorrorVale finally released on October 1st, 2024.
This reception has been tremendous.
Leading up to release, I was anxious but overall feeling pretty good about launch. There were minor things I wish I had included or changed, but knew that delaying what was otherwise a feature complete game would be extremely silly.
I actually intended on releasing these things as a patch in the first week of launch, in the hopes of catching most people before they get too deep in the game.
...What I did not expect however, was the unfortunate discovery of several bugs, some of which were game breaking.
What made these bugs especially frustrating is that most of them were NEW bugs, created from me adding things right before launch, or fixing other unrelated bugs.
Due to these bugs and the massive influx of new fans, comments, reviews, and more I found myself extremely overwhelmed, and it ended up being probably one of the most stressful 2 weeks of my life after launch.
In the end, everything worked out and I was quick to patch the game...
...Multiple times.
Still, despite these issues the reception was overwhelmingly positive. Certainly some critiques here and there, but the general response was that the game was so enjoyable that even the most egregious critiques could be brushed aside. All of the wonderful things I've read by people who had fun in the world I created... It truly means the world to me. The... Underworld you might say.
I'm sure some people are also interested in how the game actually DID. Good reviews and positive reception are one thing, but this is also a product being sold, so how did it DO!? Did it SMASH RECORDS and become bigger than UNDERTALE? Did it FLOP???
Well, to be honest I'm not entirely sure!
Which is a strange thing to say, but it's difficult to gauge "Success" when so many factors can change what that means. For a AAA game, success means something very different to a small indie game with a publisher, which also means something very different to a ragtag team of people with no real budget, no publisher, no marketing, and especially no notoriety whatsoever. Not to mention as first time developers we have little to compare it to...
But that being said...
As of right now, HorrorVale has sold...
1,000 COPIES!
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That's an INSANE amount of people. If all of you were in a big room crowded around me, I would be very scared.
That's 1,000 new citizens to HorrorVale that have entered its gates.
If we gauge success purely based off "did it make back what you invested in it?", then HorrorVale was absolutely a success!
However, unfortunately it did not necessarily meet the expectations we had.
Going into the launch of HorrorVale, I had 3 goals in mind.
To make back what I invested in it (out of pocket, not including Patreon earnings)
To pay Matt, the composer full royalties for the HorrorVale OST (since he created the entire 170 track monster soundtrack for FREE.)
To be able to devote myself full time to Game Development
Of these three... Only 1 has been achieved so far.
While I generally try to avoid discussing topics like these, I feel like it's important context for the next piece of discussion. The future of HorrorVale.
HorrorVale: Act M
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HorrorVale: Act M is a small side story featuring none other than Mothman himself! This spinoff game was greenlit thanks to HorrorVale fans reaching our Wishlist goal for the main game. This game will tell the story of HorrorVale from Mothman's perspective, giving you new insight into his side of the story, as well as elaborate on events leading up to and following that story.
I think there's something really special waiting for you in Act M, and I want to use it as an opportunity to experiment with the HorrorVale formula based off of feedback from the main game.
No matter what, this project will begin development and it will be in your hands....
...At some point.
Which is where the previous topic comes into play, because naturally how long Act M takes to make is dependent on the time I have free to work on it. HorrorVale sales could certainly pick up, and I might one day be able to devote myself fully to game dev, but for now Act M will have to follow the same development process as "HorrorVale", which means it's difficult to give an estimate of how long it'll take to make!
What I can say for sure, is that Act: M will be much, much shorter than HorrorVale. Don't expect a 50 hour experience! I'm aiming for something more like 8.
And yet, you might be asking yourself dear reader...
"How can we help?"
Indeed, you asked yourself that exact sentence and in the voice of the King from Zelda CD-I no doubt.
Which brings us to the next topic!
Patreon Revival
My original plan after HorrorVale launched was to completely retire the HorrorVale Patreon as it seemed unnecessary at that point, but since:
We did not reach our expectations of sales so far
Several fans expressed a desire to support the game in some way because of the Steam Early Access debacle
I thought it made sense to keep it up and give it a little makeover.
Now fully dedicated to "Act: M", you can expect Monthly Progress Reports here, just like the main game!
Not only that, but we've added a brand new "Cryptid" Tier, that will allow you... Yes YOU! The ability to design a Creepy, Scary, or Starry for Mothman to fight in Act: M! We don't want Mothman to just fight all the same enemies as Alice! He'd naturally encounter foes she never even knew existed. This is your opportunity to help the game out and get to be a part of it as well.
(Please note that in order to participate in this reward, you must be 18 years or older and willing to give all rights of your design to Batworks Software.)
(Also please note that Mothman will kill your beautiful creation with a crossbow and it will hurt very badly.)
Since as of now I can't "live" off of HorrorVale sales, instead my plan is to put it and Act: M Patreon earnings towards Act: M itself and Mystery Future Project. This will help ensure a smooth development cycle as possible. If you're interested in helping out the HorrorVale universe, now's your chance!
Of course, forking over your hard earned candy isn't the only way to help though!
Just enjoying the game and telling your friends about it is a MASSIVE help. Without a marketing team, word of mouth is a tremendous help to us, and it's thanks to that that we're here at all!
Closing
In closing, I just want to say thank you to all of the HorrorVale fans that have supported us over all these years. The love that HorrorVale has been shown has been one of the greatest experiences of my life. As long as I'm able to, I'd like to read every comment and message I can, but I fear that if the game does get bigger one day I won't be able to see them all. Just know that the love you've given Alice and her friends mean the world to me.
Wait Stop Right There What Do You MEAN "Mystery Future Project"???
That's all for now goodbye!!!!!!
*The device he was speaking from explodes spontaneously*
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devsgames · 1 year ago
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On Scoping And Idea Management for Games
I started my teaching gig (which is incredibly chaotic but I'm very much enjoying it despite that) and I noticed a really consistent theme with some student project pitches around the idea of planning and scoping projects. Some advice that I gave them that I think is worth repeating and reinforcing here:
You are not a AAA studio. Do not plan to make games like a AAA studio.
If your concept, premise, pitch or idea of a game that you actually want to finish contains elements, mechanics or concepts that is predominantly executed by AAA studios, please for the love of god don't expect to be able to execute them without brutally interrogating them first.
Things like: Soulslike game balance, 'open world', heavily systemic design, online multiplayer, complex mechanics, etc. You know, things you largely only see AAA studios (or very experienced dev teams) complete with any semblance of success. There's a reason many of these are only executed by large teams.
This isn't to say it's impossible to execute on these ideas or that it's not worthwhile experimenting with it a little, but if you're going into it with little previous development experience and expect to come out the other end with a 'finished' thing, you're overscoping and setting yourself up for failure.
Ever notice how AAA studios even struggle to execute complex concepts like that? It's not (always) because of mismanagement, but also because it's often overscoped for them too and they are incredibly hard to execute. AAA studios often work on concepts and premises which require a lot of resources to do so effectively. Indie studios don't often make these kinds of games for the same reasons, because conceptually it will easily explode your scope out of the water. Some try, and you can often feel how stretched thin they were.
The point is, you (assuming as a reader that you're an individual with no 'fully' shipped titles) are equivalent to...basically 1/2 a person at an average indie startup. If you have a team, then you're basically the size and scale of a small indie team. Realistically, in all likelihood, you do not have the knowledge, experience or time to do it anywhere nearly as well as a full-time studio production.
And I get why people fall into this trap!
We draw inspiration from what we see most and what we like, and don't often challenge our assumptions about them - it's why we see something like a Batman Arkham Asylum combat system or Photorealistic graphics and say "yeah I could do that easy" without realizing it's actually really really hard to do in the first place, let alone really get right. Studios are notoriously secretive about process, and the reality is there's months and months of unseen work behind pretty much everything.
We also tend to use blanket terms we're familiar with to define our works, as opposed to more fitting terms. For example, some people might call something like Journey an "open world" game, despite the fact it's not strictly an "open world" but rather a linear one with a non-linear presentation.
As a solo developer I too constantly make this mistake of over-scoping or underestimating just how hard it can be to execute on certain concepts or ideas.
Avoiding It
So how do you get around accidentally writing cheques only well-equipped studios can cash? You need to interrogate your ideas a lot more.
Okay, now ask yourself: Is it mostly a premise that is done by people operating at around your level of resources, or by dedicated groups with tons and tons of employees? Has anyone done your mechanic at a small, simple scale? How many studios have done it? What size were they? How many resources do they have? If anyone has executed a similar idea, how many resources did they seem to have to do it? What corners did it seem like they need to cut to get there? Ask yourself how often you see concepts like yours, executed at scale like yours. Ask yourself why that might be.
A generic example to run with: "I am going to make an open world exploration game where you can climb anywhere, with tons of content and things to do".
Ask yourself some of the above questions, and also interrogate all your definitions. What do you define as "open world"? "exploration"? "tons"? "anywhere"? "Climb"? What do these words, specifically, mean to you? Are these reasonable and realistic expectation for the amount of time you have for this project? Have you already executed on any of these before, and how many are unknown to you?
"But Devon, my idea is unique and no one has done it before! I have nothing I can compare it to!"
Nope. Sorry, just no - you're wrong. Maybe they've not done it exactly like you envision it, but I promise you that at this point in time someone has done virtually everything in games before, you've just not heard of it yet. I have yet to hear someone describe a game that didn't do anything I hadn't heard of before to some degree or another. Ask some friends for references and take more time to do research - you'll find parallels if you dig enough.
Execution
If by now you've realized you might be in over your head, you might still be able to do it if you plan very smartly around it and accept scoping down.
I could talk forever about how to break down your scope into something that is more manageable (and probably will in the future), but I'll keep it focused on this idea of interrogating definitions for now.
Running with the "open world exploration game where you can climb anywhere, with tons of content and things to do" example.
Plan to do only one of the verbs in your game really well.
"Climbing" - you could spend forever building a game just around that verb, and people have! Getting Over It With Bennet Foddy. Doodle Jump. Grow Home. People have done this, and even those games tow the line of being complex to make.
"Open world" - this one is very heavy, but make it just about walking around. Challenge the assumption that an open world isn't enough and that it needs 'content' - just make walking around the world really fun. Dear Esther, Proteus, Passage, Beginner's Guide.
"Exploration" - this verb is vague and takes many forms, and while it can easily be dangerous if it gets too big, it can still be small and engaging. A Short Hike, Umurangi Generation, Hidden Folks. You don't need mechanical complexity or depth to make something fun.
Start from that and then expand. Maybe you get to a point where your climbing is really fun and good and you don't even need to add tons of things to do, or open-world mechanics. Maybe your open world is so easy to do that climbing becomes the thing you spend your time on.
---
Essentially the point here is to not assume that because you've seen something done before it's easy to execute on, nor that you should simply run with concepts without fully understanding what you mean when you come up with them first. It's going to not only save you a lot of time and stress, but also more likely to put you in a position where you'll be able to actually finish what you started.
This is also only the tiniest portion of my thoughts on scoping here, so I'm sure I'll add more to this down the road. :)
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am-i-the-asshole-official · 10 months ago
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WIBTA for leaving a DND campaign abruptly?
Some backstory: I had joined a DND game about 5 years ago right after breaking up with my toxic ex at the time. Me and my ex were both trying to be cordial at this time and ended up both joining a DND game run by a mutual friend.
In our first session, I had noticed my ex made her character be a parody of me that she made look like an awful person. She then kept dm-ing me during our sessions to tell me how to play my character better and other general backseat gaming stuff.
Very quickly, maybe about a month in, I contacted the DM about leaving the campaign due to wanting to distance myself from my ex. She was very upset I wanted to leave and offered to kick my ex from the group instead. I declined saying it would only cause more drama. The DM agreed to let my character go off at the end of the activity we were gonna do that session so it would make sense story-wise.
But this departure did not happen. after that conversation she vague-posted onling about how people dont want to be her friend. She then purposefully kept extending this part of the plot, just so I wouldnt leave the game and could realize it could still be fun. I told her outright I could not do this anymore after 3 more additional sessions and telling me she'll get to my character's exit soon. I always felt like an ass to the other players in the game for leaving them abruptly but I could not do it anymore.
Fast forward roughly 4 years, the DM tells me she is going to make a new campaign and would like for me to join since my ex was no longer in it. I agreed as I had missed playing DND a lot.
For the past year or so I have been in this campaign and it can be fun at times but I still feel out of place. This new session is a direct continuation of the previous campaign's storyline and regularly references it. Now, as far as I know my ex's character has not been referenced at all but I am constantly reminded of this situation whenever they mention a character's name I don't remember (because honestly I don't remember her characters name nor do I want to). I know I said to not bring her up around me but I don't quite trust this friend to keep her word. Simply because I don't think she ever remembers anything I tell her out of a place of... just not caring.
The DM and I just don't quite mesh that well. I don't really like her DM-ing style of making it up as the session happens. I don't like that she will constantly decide what my character is doing, even if I ask to do something, she tells me to roll to see if i can, i can get a nat20 and she will still decide what my character will do next based on what she thinks is funnier to her but makes my next action harder to accomplish.
I have dm'd her to talk about the progression of my character arc (after she constantly implys in session my character is the comedic relief and doesnt have any character development) and she'll go ooo and aaa (literally all she would say) but never actually implement anything I recommend.
I kept saying to myself it will get better in time. I have voiced my wants for my character, and they are ignored. In session, my character actions are essentially decided for me no matter how I roll the dice. It feels weird to be around half of the party bc they spent 4 years in a campaign with my ex who played a parody of me. esp hard after the DM keeps making me be the comedic relief even though I keep trying to play more seriously. other players constantly joke about how my character is gonna be the one that gets them all killed etc because of actions I dont necessarily decide.
Now as mentioned before, DM is also known to vague-blog about how "her friends secretly hate her" at any moment as well. This has happened before after I tried to "real talk" with her a handful of times over unrelated topics too (even if she initiates this conversation)
Given everything above, I want to leave this DND game after giving it a try for a year (really giving it an opportunity to improve). We left off with my character running off alone to get supplies for the party. I was thinking I could make a statement saying I had some personal things come up and I need to leave the game abruptly and leave it to the DM to decide what to do with my character.
Now I feel like I may be the AH because: I am leaving the game abruptly for a second time technically. I would contact the DM on how to make it make sense for my character to depart, but I feel like she will do the same thing as before with the previous campaign and keep putting it off, especially after ignoring my character growth ideas for a year in this current campaign. I also feel like I may be the AH because in character my group does need those supplies, but there is nothing stopping the DM from controlling my character to deliver supplies within the first 5 minutes of the next session.
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mercars-musings · 29 days ago
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1 and 16 for the ask game about Az and Emmrich <3
Aaa tysm for asking!!! 🥺🥰 {Answers Under the Cut} 1. Does your Rook fall for their partner at first sight? If not, what moment made your Rook realize they're in love with them?
A. Surprisingly, no!
He thinks Emmrich is extremely attractive when they first meet {the daddy issues cliche is strong in that boy}, but Az is almost as romantically emotionally constipated as Neve is honestly.
He's spent a long time not really having anything serious with anyone due to past trauma and has mostly just had like a fling every few months to get a little less touch starved.
He actually falls slowly due to Emm's consistent gentleness & kindness to not only Rook but the rest of the Veilguard.
Az is the kind of person who puts all the people he cares about before himself, so seeing Emmrich treating the people he loves with kindness really kind of seals the deal for him.
Though if I had to pick the EXACT moment, I'd probably say it was during the House of the Dead quest when he's freeing all the trapped spirits. Seeing him push through the pain to save those who were unwillingly trapped and tortured really spoke to Rook's morals as a Shadow Dragon and just generally a person that cares about justice and helping others.
16. How did your Rook react to getting trapped in the Fade and separated from their partner?
A. Funnily enough I'm actually writing something on this now!
He is honestly extremely distraught, he'd finally let someone in after all that wasted time of self doubt and fear that he would be betrayed again. The fight they had before the battle certainly did not help his worries and doubts, but hearing Emmrich say that he was wrong and wanted to talk more he'd been rejuvinated in his conviction that he had chosen right.
And then for it all to be taken away from him just like that?
My Rook spent about 7 years in the Fade {or at least he experienced it as 7 years. It's still 2 weeks for the rest of Thedas and the Veilguard}
So he had A LOT of time ruminating over everything he had even the tiniest concern about in their relationship so far:
He worried his choice to convince Emmrich to give up Lichdom for Manfred might have made Emmrich hate him further down the line, he worried that maybe Emmrich actually meant that he wanted to break up when he said he wanted to "talk" with Rook once the big fight was over, his mind decided to stress that boy out like nothing else.
It kind of ate him up inside for a long time honestly, though he eventually learned to channel that pain and fear into trying to find a way out of the Fade.
Anyway, when he leaves the Fade his usual aversion to touch suddenly swings over to the opposite side and he clings to Emmrich like he'll disappear if Az looks away for even a second. This does eventually get a little better but Em doesnt mind as I head cannon him to be quite touchy anyway.
If anyone else is interested about my boy Az & Emmrich feel free to ask me anything from this Ask Game! Also you can find my fics here & my Az rambles under #az mercar !🥰
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ayeforscotland · 9 months ago
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I'm not a super dedicated gamer these days, but I loved Kerbal Space Program (a game that was more a labour of love than a commercial project) and was super hyped for the much delayed KSP2. When I saw it was releasing as early access (years late) I worried for its hopes of ever seeing completion and held off buying, now after all the other shananigans the entire team have been let go in yet another mass lay-off in the gaming industry. I feel like, a few notable exceptions aside, the big-budget gaming sector has been failing to deliver real quality games for a long time now, with lower-budget indie games more often coming up with gold from much simpler foundations. It seems almost as though developers are being pushed to shoot for unachievably epic games and releasing buggy messes, or vast but hollow worlds when the publishers get impatient or the money runs out. Is there any grain of truth in my feeling that bankrollers' expectations for games is leading to more games failing to live up to the hype as projects spiral out of control and over budget? Would big studios benefit from learning from indie devs and aiming to really nail down a simpler scope but on a scale beyond what the indies can achieve?
Industry-wise there’s a couple of things at play. And apologies for the length of this.
During the pandemic, there was a shitload of investment into the gaming industry as everyone was at home and many started playing games for the first time, so venture capital firms piled money in.
They were looking for a return on their investment, not really aiming to cultivate long-term studio success.
This puts pressure on the studio to get the game out the door quickly. That month or two of QA before launch just becomes overhead while you have a product that could be selling right now.
Chance to earn even more money for shareholders and execs? Welcome to microtransaction hell.
So that’s one side of it, investors/shareholders/execs forcing decisions that make games worse.
Next bit is partly influenced by the shareholder side of things but also a huge cultural side too. Lots of studios complete a project and then layoff staff because the next game isn’t ready to start being developed yet OR layoff staff because they don’t want to pay them OR staff leave to go and do something else (often due to lack of pay, lack of promotion etc)
And what this leads to is a *massive* corporate knowledge gap. People take their skills and knowledge and create voids. Voids that need to be filled by senior staff, which is why big AAA studios are always hiring seniors, and rarely hiring juniors. So all the seniors job-hop from studio to studio and there’s no new skill set being cultivated by new industry talent.
In my experience, these huge studios are also incredibly siloed. It’s something that impacts most industries, siloed teams lead to sluggish development and decision-making.
I think the games industry walks an incredibly fine line between being a creative endeavour and being a tech business. Process management methodologies honestly seem quite alien to the games industry, most of the time to its detriment.
It honestly wouldn’t be that hard to implement but Production as a discipline within games seems to be relegated to ‘staring at JIRA’ particularly in larger studios.
Could write forever about this to be honest.
Worth saying that indie studios also have their own issues. Almost everything is a scramble, and the search for publisher funding is a nightmare.
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pharawee · 8 months ago
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I think it's no secret that I'm not all that much into gmmtv BLs. I used to think that it's because I'm just not that into the romance/slice-of-life/ensemble cast genre and it's pretty much all gmmtv focusses on in their BLs. Or maybe I'm really that shallow and I just don't like anything mainstream.
I can't really talk myself out of the mainstream thing because it's unfortunately kind of true, but also I like plenty of romance/slice-of-life/ensemble cast shows by smaller companies, like Gen Y or Future or Our Days (the list goes on and on and on).
There's just something about gmmtv BLs these days that loses me every single time. A series starts out strong with an interesting concept and characters and then it just gets... boring to me:
The things and characters and issues I find interesting are never delved into, and (probably because of that) everything just feels so shallow and formulaic and palatable. Shows like Never Let Me Go and Be My Favorite and My School President completely underwhelmed me towards the end, to the point where I was relieved when they ended and I no longer had to gif them (which is an entirely different thing that I'm trying to work on 🙏).
And now the same thing is happening with Wandee Goodday and it makes me really sad because I really like Great and Inn and the rest of the cast.
Mind you, I'm not blaming gmmtv for this. They're mainstream for a reason and good for them! I'm also not saying that their approach to making series or marketing their actors is bad because clearly their success and their many fans prove them right.
But there's just something about how smaller or indie companies work that appeals to me so much more. I like shoestring budgets, I like it messy and rough around the edges. I like it when they're so passionate and ambitious about their projects that they try to make it happen no matter what. I like it when they take risks with genres and stories that bigger companies wouldn't touch because they're not as marketable. I like when they say "fuck it, let's do wonky sound and rookie actors because if we don't we won't have the budget to make it happen at all."
I suppose it's similar to gaming for me, where I appreciate indie games and ambitious AA titles much, much more than AAA games that tend to appeal to the biggest possible audience.
Ultimately, I'm glad there's a market for both, but it's sad to know that many smaller productions will never be as commercially well-received as mainstream titles (while ironically being held to the same standards). And it's also bittersweet to know that whenever gmmtv contracts one of my favourite actors (which is fine of course - it's one of the best things that can happen to an upcoming actor in Thailand), I know that I won't get to see them again in the kind of series that I prefer.*
*Sometimes they contract them out to non-gmmtv productions. That's how I became a fan of Marc Natarit. But as soon as they're in a fixed acting pair it's basically over.
I guess the easiest solution is to just stop watching BLs from gmmtv (I'm explicitly only mentioning BLs here because I like most of their gen shows a lot more - The Gifted is still one of my favourites and just recently Enigma and Midnight Museum and Mama Gogo were absolutely amazing) but the problem is... their pilot trailers actually get me excited. Right now I'm really looking forward to Kidnap and ThamePo. Plus, once in a while gmmtv DOES take a risk and then you get incredible shows like Not Me (which apparently didn't do very well numbers-wise, so from a business pov it makes sense not to invest in them too heavily).
In the end, I think I need to get a lot more selective with the Thai BLs I want to watch. After all, there's now so many of them that we can finally afford to be picky (and that has to be a good thing, right?).
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kazoodotcom · 6 months ago
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⧼˙∘ THE THOUGHTS OF RUI KAMISHIRO∘˙⧽
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IMAGINE being able to read minds and finding out that your best friend has a big fat crush on you.. well then welcome to the life of NENE KUSANAGI. after gaining the ability to read the minds of other people, she learns her childhood friend RUI KAMISHIRO has fallen in love with her.
PROLOGUE : BACK TO MASTERLIST
A/N: fluff + mmmmmm ruinene
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the day started off normally. nene went to her classes like usual, took a quick nap or two, performed shows with her troupe, and played games all inbetween. everything was perfect.
that was, until the last day of her first year in highschool. unable to explain the how, she gained the ability to read the minds of the people around her. “what the hell..” she murmurs as the thoughts of others fully consumes her brain.
no, this can’t be happening. she doesn’t want this to happen! this shouldn’t be possible.. I mean sure she’s seen this in anime and games before, but actually experiencing it? nothing could’ve been worse. hearing the thoughts of others meant she could read their honest opinions of her. what if they truly hated her? not want anything to do with her?
perfect! just perfect. that’s amazing. cool. cool.. WHAT THE FUCKKKKK!!
and now here we are, second year of high school. everything should be about the same right? she’s gotten soo used to her ability by now! nothing can go wrong.
AS IF.
thanks to her newfound ability, she can’t go anywhere without hearing voices and mental images of others thoughts. since she can’t shut this stupid power off, she can never find moments of peace anymore! not even noise cancelling headphones help her case.
if there was one person in particular she wishes she never read the mind of, it’d be none other than her best friend rui kamishiro. curious, inventive, and imaginative are all words one would use to describe rui. he usually kept to himself, but was not exactly what one would call secretive. he was actually quite outgoing and polite, a true gentleman to some!
unfortunately nene gets to see a whole other side to him. one she wishes she never saw. hopelessly inlove.
aaaaaaa, nene just looks as cute today! i want to squish her cheeks and give her a big hug! oh, she’s looking. hiiii my love! I missed you!
“ah, good morning, nene.” he smiles politely, waving as he saw her through the window. nene can’t help but want to shove her face into her hands and die from the embarrassment she felt. maybe she would’ve preferred him actually hate her instead. “m-morning, rui..” she waves silently, trying to seem natural.
she’s so cute! too cute! aaa, nene. i love you so much!!
please just shut up..
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hi tumblr
THIS WORK WAS INSPIRED BY MOUSOU TELEPATHY and TAKAMORI-KUN WO DAMARASETAI!!
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tricitymonsters · 6 months ago
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I know I put a lot of attention on Steam because of the sheer size of the marketplace and the effort Steam itself takes in marketing for devs but I really wanted to take a second to shout out TCM's numbers on itch.io because I really feel like the game found it's first platform there and I especially want to highlight what a great community it is for Indie Devs of all experience levels.
So I have TCM split up between 4 titles on itch- the main one is for all the new stuff and then each beta has it's own homepage. Downside, it kinda splits all my metrics up but the plus side its much easier to navigate for yall so I'll refrain from complaining lol.
Now given we started with just the Mori beta in late 2021, and added chapters slowly over time, here's where we're at right now.
Views: 312k
Downloads: 22.3k
Browser Plays: 35.6k
Ratings: 347
Collections: 5295
Comments: 189
So there are a couple really interesting things going on with this data. Let's analyze
Firstly, the numbers on the main chapter beat the *hell* out of the beta numbers. BUT this makes sense as more people are going to find the main game or PLAY the main game first at a vastly higher rate. So even though that game page has been up the least amount of time, it gets *by far* the most traffic. For example, if we take away the main page numbers, here's how the betas are doing on their own:
Views: 63.3k
Downloads: 5.4k
Browser Plays: 18.2k
Ratings: 133
Collections: 847
Comments: 42
So, if you were an indie dev posting your game on itch.io, these numbers should tell you to carefully consider how you're going to organize your game- especially if it comes in multiple parts. When I was going through the betas I did consider keeping everything on one page and therefore aggregating all of my traffic stats into one place but there are pros and cons.
Mostly, I went with separate pages because:
It's easier to organize files for downloads per character/game piece than to have a huge list of system-specific builds for every character that players have to scroll through. It's just hard to parse out.
Second, I thought that breaking up the chapters like this might help me better gauge each character's popularity via their stats. This... sort of worked. Because the Mori beta went up almost a year before Amir's, his numbers are MUCH higher and I have to be careful not to conflate that with his raw popularity. Another tricky note is that since Mori was the first chapter uploaded, many people will play his beta and then if they decide they're not into the game, won't play the other two characters, which again inflates Mori's numbers.
It was obvious in the gap after Spooktober 2021 and Amir's chapter that I had a project worth pursuing but the way I structured itch.io has made it hard to accurately gauge how popular exactly each character is.
Most of you know I'm running a popularity poll right now for some milestone art and while I expected Mori to lead (even with all the caveats I just listed, he does tend to be the most popular of the bunch) but I did not expect Akello to be *right* on his ass, even before weighing the patreon votes so.
Goes to show you that understanding structure and traffic trends can really go a very very long way to engaging your audience and build a stable, fun community around your game.
Another huge advantage to itch is that- in generalities- the community and ecosystem there is much kinder to beginner devs and passion projects. On steam, I'm taking up the same marketplace space as AAA multimillion-dollar games and while the eyeballs that comes with that is great for TCMs longevity hopefully, it also comes with the reality that I'm marking a queer niche adult visual novel right next to Mainstream Gamers. Now, I do want to be extremely clear that my experience with Steam so far has been really good- TCM has good and (more importantly) honest reviews, people have passed constructive critique to me and been extremely reasonable, I've managed to connect to some content curators who have similar tastes... But Steam is also the home to like. "Oooh Naur Woke Games Kill Art" Lists and stuff so. My experience on Itch is that- while some of that exists to a certain degree- the general ecosystem is much more forgiving and less sharply fractured.
I'm not sure that I would change anything I've done in the point leading me here so far, I think that by and large I've made the best choices I could given what I knew at the time and also managed to roll with the punches as the come but my experienced advice at this stage is definitely for an indie dev who hasn't landed a solid success yet or a hobby dev looking for feedback to start with Itch.io as a place to build your game's community.
There are other game hosting sites too, like Gamejolt, for instance, but while TCM used to be on Gamejolt their content policies and audience demographics were not a great fit, as was my experience with Newgrounds.
So. there are MANY choices but in all I'm grateful I didn't jump right into steam and also that my itch.io audience has been SO supportive and so enthusiastic about rating/commenting/and curating TCM to help spread the word. Especially since early in the project I had basically no marketing budget (I have a very small one now that covers the occasional blazed post but still).
ANYWAY thanks for reading my big dumb rambling posts but I really wanted to shed some light on the virtues of Itch after I've been chasing my own tail trying to get Steam working for me the way I want.
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omamervt · 1 month ago
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Whenever people complain about the long-overdue change from AAA games costing $60 to games costing $70 (which let's be real - they already did in some places back in the 2000's/2010s. Retailers with no nearby competition would sell wii games WAY above market value, all the time. Ask me how I know.) The common refrain is always that spending power is down (true.) and that most of the dev budget and profits aren't even GOING to the developers, the CEOs are just pocketing it (also true.) But it's also hard for me to care about those factors when the expectation for what a game should cost has been thrown out the window.
Sonic Adventure retailed at $60 in the U.S in 1998, which is about $115 in today's money, and it takes 9 hours to clear the whole story. Sonic Frontiers had a larger team, budget, development schedule, and despite the fact it has nearly double the amount of gameplay, it sold at almost half the price of Sonic Adventure. Adjusted for inflation.
When I was in middle school, it was understood that if a game was free, it was most likely made by someone on their free time, and therefore it would probably be short and simple. The mobile apps that were worth your time all cost 99 cents. This was a fee people were willing to pay, because a song on iTunes also cost 99 cents. Games with microtransactions were already taking advantage of gambling addictions, so people were willing to put up with a certain amount of adware on the free app market to avoid them.
Then everything went wrong at once. Free-to-Play video games were popping up all over the place with the amount of content you'd normally expect from the most ambitious AAA titles, and the content updates you'd expect to see from subscription-based MMOs to keep things fresh. Music could be streamed, so nobody wanted to spend 99 cents to own a copy of their favorite song anymore, and suddenly that fee looked too high for apps as well. Then Apple stopped pushing the paid apps, encouraging every developer to make apps that either monetized every corner with ads, or baited players into constant microtransactions so they'd be more than one-time sources of income. And despite being driven primarily by cynical profit motives, the leadership of most American AAA studios wanted to be compared to Hollywood. And so games are being pushed to look more like Movies. Photorealism. Cinematics. Stories that resemble the Movies. Stuff had to be more and more ambitious while costing less and less for the consumer on the frontend, sometimes in ACTUAL dollar amount and sometimes just adjusted for inflation, while also being designed to wring as much money out of every player as humanly possible. It's still going on like this and we all know it isn't fucking sustainable.
But sure. your DLC contains stuff you feel should have been in the base game now. The default price is $10 more - and once they've patched out as many of the issues they were forced to ship with as is realistically possible, you'll get what you paid for out of the experience.
You realize that if you get your reality where we have smaller games with worse graphics made by people paid more to work less, the price of heavily marketed, retail-worthy games will still probably go up, right? Because those likely won't go anywhere, even if they all start to look like what we think of as AA now rather than AAA. For a game to ACTUALLY cost $70 it'd need to maintain mass market appeal so it could sell enough copies to make back budget and probably fund the next dev cycle. Because in this world, game devs wouldn't be beholden to shareholder interests, right?
I'm not saying this to discourage you from that way of thinking in the slightest. I'm just pointing out that, as with SO many things in our lives, your sense of what something costs to produce is incredibly divorced from reality because of just HOW exploited the labor behind it is.
But to be completely honest, if an extra $10 on the base price of SOME PS5 games is enough of a stumbling block for you, I don't know how you'll handle the value for that money decreasing, as well.
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