The other day, after Avadon: The Black Fortress came out, a certain community of hardcore fantasy RPG fans jumped on it with universal loathing.
I thought that I had a lot of good points to be made about the perils and opportunities of listening to feedback from fans (or ex-fans), so I wrote a blog post about it. This had the entirely predictable effect of infuriating the previously mentioned community.
Now, in the light of day, I feel kind of bad about it. I think what I wrote was fairly mild and I do still stand by every word of it. However, I think I kicked a group of my fellow gamers when they were down, and, being a lifelong gamer myself, I regret that. I've been reading their posts and chatting with them and I think I understand where they're coming from a lot better now.
I am only bringing this up because this blog is mainly about indie gaming, and I think this a great opportunity to make a huge point in that area.
Here's Your Audience, Wrapped Up In a Bow
Fledgling developers write me all the time asking for advice on what sort of game to write. What I tell them is that they should look for an underserved niche and serve it. This is the Great Magic Power of Indie developers.
Here, as I see it, is the story of RPG Codex. These people love, love, love old-school hardcore RPGs. The sort that used to be common on the ground and have faded away. They were forsaken by Sir-Tech, and Origin, and SSI, and Bioware, and now me. There was a thing that they loved, and it is gone, and they are angry about it. The anger might manifest itself in unappealing ways, but it's real. Nobody likes losing what they love.
You want to do what I do? You want to make a living writing RPGs? You have skillz? Go there. Talk to them. Pick past the ranting, find the reasonable things they are after, and write that game. Do it well, and you can make money.
And One Final Word For RPG Codex
I am still a gamer at heart. The gritty, hardcore elements in Avadon are later in the game. I put them there to not scare off more casual gamers. Teh casualz need to be eased into that sort of thing.
Were you my fan, but the Avadon demo turned you off? Well, here's a challenge. We have a one year no questions asked money-back guarantee. Buy the game. Give it a few hours on Hard or Torment difficulty. (I suggest until the boss fight with Zhossa Mindtaker.)
Still disappointed? Then I don't want your money. You get it back. My lips to God's ear.
Showing posts with label internet hate machine. Show all posts
Showing posts with label internet hate machine. Show all posts
Friday, May 6, 2011
Wednesday, May 4, 2011
Avadon Out For Windows, Responding To Critics.
We finally released Avadon: The Black Fortress for Windows. So far, it is functional and selling very well. I am really heartened to the reaction to the game. It is doing way better than I thought it would, and it's doing me a world of good to know that a game I put so much heart into doesn't appear to suck.
Because my morale is so high, I am going to do something I almost never do. I am going to go to a forum full of people who hate my games, my writing, and the mere fact that I still draw oxygen on this planet. Namely, the Avadon thread on RPG Codex.
RPG Codex is an interesting place. It is inhabited by people who like role-playing games, but love hating them. It's full of anger and enough raw bigotry that I would never advertise there. But, if you want to keep your self-esteem under control and read bad things about a game you wrote, go there. Just don't ever let those people get into your head.
So, if you are interested in what it's like to write a game and get feedback from the vast madness of the internet, take a look at these threads (mildly NSFW). Here are some comments from the thread, and my responses to them.
"I love Vogel's games but damn the demo is so boring..."
"The demo area is small and extremely crappy"
Demos are always boring. Tutorials are always dull. There are two ways of doing a demo. One - Put the player in a training wheels dungeon and teach him or her enough to play the real game. Two - Set up a really big, flashy set piece to start the game, and have the player wander through it doing nothing.
They both have their points. I've done both. But tutorials are always work. That is life.
By the way, while my demos are smaller than they used to be, they are still some of the longest demos out there. My demos used to be longer than some other full games, but, to be brutally honest, that's just bad business.
"Anyway, party members not dying but being just unconscious and resurrected after combat ends. DECLINE"
When you're designing an RPG, there are lots of toggles you have to flip. Will people recover from their wounds over time or do they have to go back to town? Will the party jump between towns/dungeons or will the whole outdoors be explorable? Will items be automatically identified? Do you have to keep track of ammo for your bows? Each answer to these questions has its good as bad points. There are no right or wrong answers. You just pick what works best for the design.
There are people who will, for religious issues, say they will never ever buy your game if you make one of these choices or the other. Ignore them and do what is best for what you're trying to do.
Oh, and there are some people who will respond to things about your work by posting an angry smily or some other image meme. Ignore these people. If they had anything valuable to say, they would use words, like people, instead of jpgs.
"I do loathe the worldmap. A single large continent shaped like a rough circle does not an interesting map make. Dunno why it bothers me the way it does but it does. "
Oh. Come. On.
There is an important lesson here for indie developers. When you make a game with a small team, you have millions of decisions to make and little time in which to make them. There isn't time to second guess everything. For a lot of stuff, you have to make the call and move on.
When people nitpick, you can't take it to heart. You have to forgive yourself. People will always nitpick. To borrow a phrase from my favorite SF story ever, the dogs bark, but the caravan moves on.
"Got bored with the demo as soon as I was sent to the beginner dungeon to fight rats and spiders. What a lousy piece of shit game."
You are right. I'm sure those two minutes of gameplay were crushingly disappointing!
"It seems like he put in a lot of effort to attract the casual crowd. The "casual" difficulty mode for people who are "new to fantasy RPGs"?"
A lot of complaints that the early game, especially on Normal difficulty, is too easy. When someone says that the default difficulty should be harder, what I hear is, "You should make a pile of money in your backyard and set it on fire."
I make the default difficulty easy enough that 90% of players can get through it. If this doesn't give you a challenge, play on a harder difficulty level. That is why it is there!
Sheesh.
"Yep, Jeff fucked this one up a bit - although not as bad as some people put it. Give him some credit, go to TPB and help yourself."
By TPB, the poster means The Pirate Bay. In other words, he's saying to go pirate it. I honestly think that most of these complaints are not sincere. They're just pretending the game is bad to justify their pirating it (and playing the whole thing three times). Another good reason to be very careful about whose feedback you accept.
"I am seriously disappointed. Shittiest Spiderweb game so far. By a lightyear. Will definitely not register the demo."
"Hope that it'll flop commercially"
"Started the game right now and I'm lacking words to describe my disappointment."
"Jeff Vogel went full retard"
"I wonder if Spiderweb is going to survive it..."
I think we'll be just fine.
As I said, the game is doing great. A lot of people are playing my bland, dull, derivative demo and saying, "Hey! Want more of that!" This is the biggest lesson for small developers. People who post on forums are a tiny, tiny portion of your audience. Read them occasionally. Pick through them for the rare tidbit of good feedback. But otherwise keep a respectful distance.
And, to those who have registered, thank you so much! I love flattery, but, in the end, there is no compliment better than a credit card number. That people are actually giving me their real, hard-earned money is incredibly flattering, and I thank you for making it possible for me to write Avadon 2.
Edit: I've closed comments. I think everyone who wanted to say something has had a fair chance. Thank you for the bits of interesting feedback. I will be doing more blogging on some of the issues raised. If you have more reasons why I am not cool anymore, you will have a chance to share them then.
Thursday, April 14, 2011
Dragon Age II Review: Get a Grip, Folks!
(This article contains mild Dragon Age II spoilers. Such as: There are dragons!)
Since I raved so enthusiastically in this space about Dragon Age: Origins (and Bioware games in general), I suppose I really should say something about Dragon Age II as well. This one is a bit trickier.
It's impossible to discuss Dragon Age II without a bit of criticism, which makes me sad. A lot of skilled people worked really hard over an overly-short period of time to make this game, and I strongly suspect that most of its problems were out of their control, due to directives from above. As somone who writes games myself, I truly sympathize. The inevitable result has been a game that's caused quite a bit of controversy over its quality.
The best place to see this confusion is over on Metacritic. As of this writing, reviewers have given the game an entirely respectable score of 82 (out of 100). Players, on the other hand, have given Dragon Age II a dismal 4.3 out of 10. That is a huge gap!
But it makes a lot of sense. Reviewers have to review the actual game as it exists, not their fantasies about what it might be. Dragon Age II is a flawed but basically competent and enjoyable action-RPG. 82 out of 100 is a B-, and Dragon Age II is a pretty solid B- of a game.
In fact, suppose it didn't have Dragon Age in the title at all. Suppose it was called, say, "Bioware Presents: A Dude Named Hawke Buys a Big House and Has Wacky Adventures." Suppose further that EA had given Bioware the bit of extra time and budget necessary to fix the game's most notable flaws. (Dungeon layouts reused to an egregious extent. A bizarre combat system where reinforcements pop in from out of nowhere. Extreme bugginess, especially in the late game.) If this was the case, I honestly believe the result would be considered a lesser but worthy member of the Bioware canon, something pleasing to pass the time while waiting for Dragon Age II.
But that's not what happened. Dragon Age II is ... well, it has "Dragon Age" in the name. It's the sequel to one of the best-written, epic, envelope-pushing RPGs pretty much ever. I game I truly loved. (If you haven't played it, why are you wasting your time reading this junk? Go get it! Go!) And there's no suger-coating the basic fact of the thing. If you got Dragon Age II expecting something more like Dragon Age: Origins, you are going to face a period of harsh disappointment.
But I'm going to have to defend Dragon Age II here for a bit. There's a lot of really good stuff here, and some of the design choices are really interesting. Other people have dumped on this game enough. Let's take a moment to look at the nice things.
Great Writing
Nobody puts great writing in games like Bioware. Dragon Age II didn't contain as much of that Dragon Age Magic (tm) as I might have hoped for, but it was a beautifully written game. The characters didn't grab me instantly in the way they did in the previous game, but they really grew on me, especially Varric. When my companions talked to each other, I always stopped whatever I was doing to listen.
Considering how crappy most video game writing is, I really think we shouldn't take Bioware for granted!
Also, this game had the most insane, over the top, out of nowhere plot development I've ever seen in an RPG. (Which part? One word ... Mom.) Dang it, it deserves props for that!
Cool Character Development
I loved the skill trees. The mix of abilities, constant effects, and passive bonuses, combined with being able to decide between getting new abilities and making old ones better, made training very interesting. I retrained my characters several times and found that it was possible to customize my characters for a number of different play styles, which is always good.
The combat did involve a lot of button mashing, but the abilities were varied and dramatic enough that I was rarely bored.
Some Really Good Ideas For Combat
Battles in Dragon Age II are almost always against waves of foes, generally starting easy and getting harder. You need to conserve your powers, using them when they are most needed.
The way the game throws reinforcements into the battlefield deserves some mockery. They are scattered in at random, sometimes literally dropping from the sky before your eyes. If they had entered the fray in a less immersion-breaking way (say, running from deeper in the dungeon), it would have worked better. However, this basic idea of how to structure combat shows a lot of potential, and I hope other games explore it. (Which is my way of saying: I really should steal that idea.)
The Theme Still Works
His writing is as impenetrable as ever, but Tycho over at Penny Arcade does a great job of breaking down what Dragon Age is really about and how cool it is. These games aren't about fighting Big Fantasy Nasties. Sure, they have fights and monsters, but that is not what they are Capital-A About. They are about politics and power structures and compromises and how actions and decisions can shift history. It's a very cool and ambitious territory to explore, and Bioware has close to a monopoly on it.
Dragon Age II doesn't operate on the same scale as the previous game in any way, and yet it covers much the same ground. It focuses on one city instead of a whole nation and a handful of political squabbles instead of one great crisis, but their hearts are in the same place. And, frankly, this design concept deserves a lot more exploration.
In Closing
Dragon Age II is a flawed product that is still more interesting than a more polished mediocrity. Starting it is a very jarring experience for anyone with fresh memories of the first classic, but, if you walk away, take a breath, and resolve to meet it partially on its own terms, it's worth the sixty bucks.
A lot of people hate it, but hey, the Internet exists to help people hate things in a purer, more intense fashion. And, hey, if you hate Dragon Age II, that's your right.
But I think it's important for fans to not price themselves out of the market here. Bioware is still making good role-playing games, a genre that has been painfully neglected in the past. It's fun to indulge in a nice hate-frenzy from time to time, but let's try to keep on talking terms with reality here. They're still one of The Good Ones.
Since I raved so enthusiastically in this space about Dragon Age: Origins (and Bioware games in general), I suppose I really should say something about Dragon Age II as well. This one is a bit trickier.
It's impossible to discuss Dragon Age II without a bit of criticism, which makes me sad. A lot of skilled people worked really hard over an overly-short period of time to make this game, and I strongly suspect that most of its problems were out of their control, due to directives from above. As somone who writes games myself, I truly sympathize. The inevitable result has been a game that's caused quite a bit of controversy over its quality.
The best place to see this confusion is over on Metacritic. As of this writing, reviewers have given the game an entirely respectable score of 82 (out of 100). Players, on the other hand, have given Dragon Age II a dismal 4.3 out of 10. That is a huge gap!
But it makes a lot of sense. Reviewers have to review the actual game as it exists, not their fantasies about what it might be. Dragon Age II is a flawed but basically competent and enjoyable action-RPG. 82 out of 100 is a B-, and Dragon Age II is a pretty solid B- of a game.
In fact, suppose it didn't have Dragon Age in the title at all. Suppose it was called, say, "Bioware Presents: A Dude Named Hawke Buys a Big House and Has Wacky Adventures." Suppose further that EA had given Bioware the bit of extra time and budget necessary to fix the game's most notable flaws. (Dungeon layouts reused to an egregious extent. A bizarre combat system where reinforcements pop in from out of nowhere. Extreme bugginess, especially in the late game.) If this was the case, I honestly believe the result would be considered a lesser but worthy member of the Bioware canon, something pleasing to pass the time while waiting for Dragon Age II.
But that's not what happened. Dragon Age II is ... well, it has "Dragon Age" in the name. It's the sequel to one of the best-written, epic, envelope-pushing RPGs pretty much ever. I game I truly loved. (If you haven't played it, why are you wasting your time reading this junk? Go get it! Go!) And there's no suger-coating the basic fact of the thing. If you got Dragon Age II expecting something more like Dragon Age: Origins, you are going to face a period of harsh disappointment.
But I'm going to have to defend Dragon Age II here for a bit. There's a lot of really good stuff here, and some of the design choices are really interesting. Other people have dumped on this game enough. Let's take a moment to look at the nice things.
Great Writing
Nobody puts great writing in games like Bioware. Dragon Age II didn't contain as much of that Dragon Age Magic (tm) as I might have hoped for, but it was a beautifully written game. The characters didn't grab me instantly in the way they did in the previous game, but they really grew on me, especially Varric. When my companions talked to each other, I always stopped whatever I was doing to listen.
Considering how crappy most video game writing is, I really think we shouldn't take Bioware for granted!
Also, this game had the most insane, over the top, out of nowhere plot development I've ever seen in an RPG. (Which part? One word ... Mom.) Dang it, it deserves props for that!
Cool Character Development
I loved the skill trees. The mix of abilities, constant effects, and passive bonuses, combined with being able to decide between getting new abilities and making old ones better, made training very interesting. I retrained my characters several times and found that it was possible to customize my characters for a number of different play styles, which is always good.
The combat did involve a lot of button mashing, but the abilities were varied and dramatic enough that I was rarely bored.
Some Really Good Ideas For Combat
Battles in Dragon Age II are almost always against waves of foes, generally starting easy and getting harder. You need to conserve your powers, using them when they are most needed.
The way the game throws reinforcements into the battlefield deserves some mockery. They are scattered in at random, sometimes literally dropping from the sky before your eyes. If they had entered the fray in a less immersion-breaking way (say, running from deeper in the dungeon), it would have worked better. However, this basic idea of how to structure combat shows a lot of potential, and I hope other games explore it. (Which is my way of saying: I really should steal that idea.)
The Theme Still Works
His writing is as impenetrable as ever, but Tycho over at Penny Arcade does a great job of breaking down what Dragon Age is really about and how cool it is. These games aren't about fighting Big Fantasy Nasties. Sure, they have fights and monsters, but that is not what they are Capital-A About. They are about politics and power structures and compromises and how actions and decisions can shift history. It's a very cool and ambitious territory to explore, and Bioware has close to a monopoly on it.
Dragon Age II doesn't operate on the same scale as the previous game in any way, and yet it covers much the same ground. It focuses on one city instead of a whole nation and a handful of political squabbles instead of one great crisis, but their hearts are in the same place. And, frankly, this design concept deserves a lot more exploration.
In Closing
Dragon Age II is a flawed product that is still more interesting than a more polished mediocrity. Starting it is a very jarring experience for anyone with fresh memories of the first classic, but, if you walk away, take a breath, and resolve to meet it partially on its own terms, it's worth the sixty bucks.
A lot of people hate it, but hey, the Internet exists to help people hate things in a purer, more intense fashion. And, hey, if you hate Dragon Age II, that's your right.
But I think it's important for fans to not price themselves out of the market here. Bioware is still making good role-playing games, a genre that has been painfully neglected in the past. It's fun to indulge in a nice hate-frenzy from time to time, but let's try to keep on talking terms with reality here. They're still one of The Good Ones.
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