Showing posts with label steam. Show all posts
Showing posts with label steam. Show all posts

Thursday, November 3, 2011

Geneforge Saga Now Available On Steam!


When Steam started to carry Avadon: The Black Fortress in August, it was a big thrill for us. The money, the prestige, the ability to feel like real developers. It's awesome. And it didn't stop there.

On Wednesday, Steam released another of our games. Well, five games. You can now go to Steam and, for twenty bucks (20% off the first week) get our entire Geneforge Saga.

The Geneforge Saga is a series of five huge fantasy RPGs, telling one epic tale of rebellion, war and devastation. I am immensely proud of these games. Sure, they are old and very low budget, and the earlier games have pretty rough interfaces. They're also genuinely innovative and cool, and I'm thrilled that a bunch more people can be exposed to them.

I wanted to write a little bit about them and what I think makes them unique.

1. The Setting

People often complain, with good reason, that role-playing games are too mired in fantasy. I have always lacked the courage to totally break out of the fantasy thing, but I've tried really hard to push it as far as it will go. For example, we wrote Nethergate, which was a fantasy game in an actual historical setting: ancient Britain under Roman occupation.

Geneforge was originally going to be science fiction, until I realized that it really would work better as fantasy. It is based in a world ruled by the Shapers, a secretive sect that used magic to create life. Intelligent plants, servant humanoids, living tools. The games are about what happens when the creatures they make to serve them decide to rebel.

The player is a Shaper, and the characters in your party will be loyal mutant monsters made by you. Older gamers play Geneforge for the story. Younger gamers play it because you get to have an army of fire-breathing dinosaurs.

It's a unique setting, and I think it's really cool. And, I don't deny it, I had several strong influences when I made it.

2. The Morality

The Geneforge games are very morally open-ended. I have long been annoyed with fantasy's over-reliance on characters who are all-good or all-evil. I wanted to write a game where you could play through the whole storyline looking for this guy who is evil, meet the guy, listen to his side of the story, realize he has a point, and join him. And I did. It's called Geneforge.

The Geneforge games are full of factions you can join. Some are sensible. Some are insane. Some are peaceful, and some are violent. Only a few of them are truly bad people, trying to do horrible things. I tried to be truly even-handed when making the factions. When writing them, I always had them make the case for their point of view as clearly and convincingly as possible. When I wrote a faction, I was really trying to convince the player to join it.

This is what I am most proud of about Geneforge: I have gotten many e-mails that said, "I loved the games, but I had one problem. I joined [some faction], but I thought you made it too obvious that [that faction] was the right faction and I was supposed to join it."  They were all convinced that I was secretly supporting their own pet faction. Hee!

3. The Open-Endedness

I wanted the Geneforge games to be as open-ended as possible. Play by yourself or with a group. Use magic or melee. Use combat or get by with stealth and diplomacy. Join the rebels or the Shapers. Even play as a pacifist and never kill anything outside of the tutorial. Writing the games to allow this much freedom was truly maddening, but the result was something unique. (And I had one very specific, awesome influence.)

Interestingly, this led to what I think are the games' greatest flaw. You see, to create paths through the world for different specialties, I made some routes that required serious combat skill and other that required lots of diplomacy or stealth or tool use skill. The problem was that, to make the choices meaningful, I had to make it so that not all characters could travel down all paths. I didn't want everyone to be able to do everything, and, for any given character, there will always be some zones they can't do.

Some players hate this. Hate, hate, hate it. To be told they can't defeat a place, it drives them nuts. Infuriates them.It's not the sort of design that appeals to all players, to say the least.

Old Games For New Gamers

Yep. They're old. They're rough. They're pretty ugly. But if you like Indie gaming for it's creativity and ability to take risks, they're worth a look. They're five huge games, an almost ridiculous amount of gameplay for sixteen bucks. And, if you just want a sample to see what's going on, there are five big demos on our web site. Hope you like them!

Wednesday, August 17, 2011

Avadon Is Out On Steam!


Today, Avadon: The Black Fortress goes live on Steam.

Unsurprisingly, I'm pretty excited about it. After 16 years of being a tiny, invisible, basement-dwelling bottom feeder, for a few precious weeks, I get to act like I'm a real developer. With a real distributor, a nice trailer video, and everything. Yes, there will be money, and that's always nice, but it's the recognition I'm sort of focused on now.

Writing Indie games has provided me with a very good living, and I don't have the right to complain about anything. I wrote games. I sold 8-10 thousand games a year. (Having a big back catalog is awesome.) I was content.

But then the Indie boom took off. Indie devs were getting famous. Many could make a living, and some got rich. Amazingly, people stopped acting like I wasn't a total loser for doing what I do. (This change happened about the time the word 'shareware' disappeared.) After all these years, it was impossible to watch all of this excitement and not want to be a part of it.

And now, thanks to Valve, I'm going to be visible. I'm getting a shot at the spotlight. Avadon: The Black Fortress is a very good game. It's got a great story, interesting, epic battles, and a lot of cool stuff. It's simply a fun game. Will its retro old-school action take the world by storm? Maybe a lot. Maybe a little. And I'll do all I can to be content with what comes.

The Steam Thing does mean that we are embarking on a great experiment, something that we never planning on doing. But, the way the online games market is moving, something that seems like the right choice.

Avadon: The Black Fortress Is $9.99 On Steam

I've written a lot about how I think it's important to not price niche games too cheaply, and I stand by that. However, at the same time, Avadon will be only ten bucks on Steam, the cheapest we've ever made our newest game for PC/Mac. Why?

1. Steam felt it was the best price. I went into this trusting their judgment, because they know a lot more about selling Indie games than I do. When you're an Indie and Steam comes knocking, you don't say no.

2. The whole game industry is shifting. These days, a huge proportion of games online are sold for a low price without demos. People buy games on impulse, sight unseen. That way, if they don't like it they aren't out a lot of money.

In these markets, charging $15 or $20 for games, like I want to, isn't feasible. It's too much money to pay for a game you aren't sure about. If someone buys my game for $10 and hates it, I'm a little unhappy. But $20? I don't want to take kids' allowance money that way.

So I'm charging $10 on Steam and for the iPad. By the standards of that market, it's a hefty price, enough for me to earn my living. It's cheap enough to work as an impluse buy. It isn't the $1 or $2 price that I'm still sure would put me out of business.

This means I need to adjust the prices I charge on my own web site. I have changed the price of Avadon to $20, and in the future we will very likely reduce the prices of our earlier games as well. Our next game, Avernum: Escape From the Pit will start out at $20. If this grand experiment works well, we may make future games cheaper still, though I doubt any new game on our own web site will ever go below $15.

I'm expecting that some of our users who paid $25 on our site will be angry. I can totally understand this. However, all computer games get cheaper as they get older, even games that have only been to a few months. (Check out Best Buy of any other decently sized electronics store if you don't believe me.) Also, until we had access to mass-market outlets like iTunes, we were never going to generate enough sales to survive at a lower price.

I don't like making my fans angry, but, again, when Steam comes knocking, you don't say no. And our future games will be cheaper, so everyone is getting something out of it.

Now I'll sit on my edge of chair and wait to see how Avadon does. Fortunately, there's not much suspense. We're being released opposite Bastion, so hope may not be warranted at this point.

A Question a Lot of People Asked Below:

Why is the game still $20 on our web site?

Short answer: Charging this little is an experiment. I believe that Indie devs who write niche products need to charge more for their work than the more mass market, casual, $0.99 app market. The question is whether a $10 price works. If going onto Steam for ten bucks turns out to not be a good idea (or if they don't want any more of our games), we need to maintain a higher baseline price on our site.

I know this seems odd, but I assure you that it makes sense from where I sit. And, by the way, we are FAR from the only developer who does this. For example, World of Goo is $20 on their site but $10 on Steam. And they are far smarter than we are.

Monday, April 20, 2009

Indie Games Should Cost More, Pt. 2, The Expensening!

Last week, I wrote about how Indie games are becoming too cheap and what factors we should use to price our games in the future. This post attracted some attention and the occasional explosions of misplaced rage. A quick summary of the article:

  • There are an increasing number of Indie game outlets where low, low prices are expected or enforced.
  • Not all Indie games, for a variety of reasons, can profitably be sold for so little.
  • Thus, the new markets are going to choke what Indie games can accomplish, not encourage it.

This isn't good for anyone. Developers. Customers. Distributors. Anyone.

This week, I talk about the reasons I've been given to make my games cheaper, why I ignore them, and what I think should happen now.

One Quick Point

Some people on forums criticized what I wrote because they mistakenly thought I was trying to repeal the law of Supply and Demand. This is unbelievable nonsense. I LIKE the idea of pricing according to Supply and Demand. It is our outlets to the marketplace setting arbitrary price caps that is countering the good work of economics, not me.

Refuting nonsense on Internet forums is such a Sisyphean task that I hate spending even a moment at it. But this particular misrepresentation was so common that I had to say something.

Why Do You Charge So Much? You Suck!

In the last fifteen years, I have heard just about every reason why my games should be cheaper. These arguments refute infallibly the old maxim that "The customer is always right." I prefer the much more accurate "You can't win an argument with a customer." Which is why complaints about my prices tend to go unanswered. So, without further ado, here is the litany of shame ...

"Your Games Are Too Crude and Old-School To Justify the Price"

Then dude, seriously, don't buy them. (And, if I may ask, why are you playing them?) I have my pride. If you don't think my games are worth it, don't give me money.

But consider this. I write plot-heavy old-school, turn-based RPGs. Almost nobody else does. I provide a quality niche service few others provide. Some people LIKE the crude, old-school thing I got going on. The scarcity of the service I provide justifies the price.

"If You Charged Less, You Would Sell More Copies"

This is true. The problem is that I won't sell enough more to justify the lower prices.

Microeconomics tells us that as we charge less, we sell more, but we make less per sale. At some point, there is a best price, a point where (number of sales) * (profit per sale) is at its maximum. The question is, where is it? Based on my experiences shifting prices up and down, I think I'm actually at the sweet spot.

Suppose I charged a World Of Goo price, like $15. This would roughly halve my profit per sale. (Because of the way credit card fees work, the less I charge per sale, the smaller percentage of profits I make.) To make up for this cut, I would have to double my sales. Double! That is a huge increase! Doubling would be big!

Based on data I've received from distributors, I believe that about 3% of my downloads turn into sales (this is called the Conversion Rate). To make up for the price cut, I would have to increase my conversion rate to 6%. This is a HUGE rate, pretty much impossible to get for a niche product like mine. If I had a more casual-friendly product, I might manage it, but that's not my niche. I have to set a price to reflect the nature of my niche.

"Steam Cut Their Prices Way Back, and Their Sales Went Up"

True. But their brief sale got a lot of press. There is no reason to believe this would result in an increase of profits over the long run, for the reasons given above.

We have sales too. They got attention and an uptick in sales. Then that increase petered out and sales returned pretty quickly to the old levels (but with less profit per sale). If sales had stayed high, we would probably have lowered prices permanently by now, but that's not how it worked out.

"I Can Buy Better Old Games At the Game Store For Far Less"

This is, honestly, a pretty hard charge to answer. When someone says, "Why should I get your game when I can get Baldur's Gate 2 for $10?" what I think is, "Dude, you haven't played Baldur's Gate 2 yet? Go get it! It's awesome! And you know something? In a few weeks, when you're done with it, I'll still be here."

I can't compete on price with old classic. Nobody can. To expect me (or anyone) to match price with a handful of old games is completely ridiculous. Can't happen.

But my games have an advantage. They're new. Go ahead and play the old classics, or at least the ones you haven't played already. Go play Fallout or Planescape: Torment. They're SWEET.

You'll be done soon enough. And, when you are, I'll still be here.

"I Can Play Games Just Like Yours For Free on Kongregate Or Whatever"

No. You can't. I make sure to write games that aren't already being done by everyone else. That's why I can charge so much for them. And, prospective Indie developers, if there is a similar version of the game you're writing already available for free, write a different game.

"You Don't Deserve That Much Money. Period."

Then don't pay. The day nobody thinks my games are worth the price, I will fold up shop and go get a real job. But I will never, ever be shamed into charging less than what I feel is a fair price for my labor. I work hard, and I have earned a living. The service I provide to my fans is worth the ability to keep food on my family's table and a roof over their head.

If you disagree, that is your right. But I am not going to send everything I've built over a cliff to appease your wrongness.

What Should Be Done

After all this griping and ranting, I should offer some actual suggestions for what should happen in the future. You shouldn't complain without suggesting a better alternative, amirite?

If all of us (developers, customers, distributors) want a healthy Indie scene in which we can all make money, we should all want the people who make the content to be able to make a living. If you agree, there are things each of us can do to help this happen.

Customers - Don't pirate Indie games. Sure, it's wrong to pirate any game, but not all crimes are equal. But when the game is the direct source of the cash that puts food on a family's table, that is an extra-intense level of Bad.

Anyone who would deny the two guys who made World of Goo their lousy fifteen bucks deserves a good, sharp kick.

Developers - Figure out the right price for your game and stick with it. Don't let anyone shame you into going lower. It stings to pass on distribution on Amazon, sure. But if you can't get the price you need to charge, swallow hard and move on. Maybe if they aren't able to sell more of the titles they want to sell, they will change to a wiser path.

Distributors - Don't set arbitrary price ceilings (like at Amazon or XBox Live Community Games). If you are setting the price yourselves, use the developers price as a guide. Then let the magic of the marketplace do its work, punishing the foolish and rewarding the smart. If a game is too expensive, the price can be lowered later. But if your overly low prices don't support the people who make the products that make you money, well, that is not in your simple, dollars-and-sense best interest. Don't cut the developer off at the knees before his or her product even reaches the market.

None of this is unreasonable. I'm not being all idealistic or hippy-dippy. I'm just using hard, simple business sense. This accelerating rush to give our products away is simple craziness.

So go ahead. Try it. Charge what you're worth. See what happens. You might as well. Because we'll all have to do it sooner or later. You might as well do it while you're still in business.