What follows is my opinion only
<i> When I sat down to write about RPG development,
I went through the list of things I like to see in an RPG.
Depth of characterization and plot. Reactivity of the world.
Believable NPCs. Feeling like you're playing a 'role'.
</i>
Yes yes yes !!!!
<i> Then I tried to decide which is the most important in
RPG development - and the answer is none of them.</i>
<i>The hardest thing to accomplish when creating an RPG
is to make an in-depth RPG that sells.
Now I know all you purists out there think that what's
important is the quality of the game and not how much it sells,
but try finding a new contract when
your last game sells less than 400,000 units.</i>
<i>
The ultimate challenge for an RPG developer is to find
some kind of hook that will convince the marketing dept
at your prospective publisher that this really isn't a
"hardcore RPG" they're going to have to sell, it's an
action RPG! (My skin is already crawling.)
So not only do you, as an RPG designer, have to
create a compelling RPG (which is, in my opinion,
one of the most difficult genres to do right) you
also have to find a way to sell it as something else
- or, at the very least, an RPG hybrid of some sort.
But never state it's a hardcore RPG to the marketing
people - it tends to give them seizures.
</i>
<i>All of this would be a lot easier for us if all
of you hardcore RPG players out there would r
ecruit, oh, I don't know, say twenty five friends
each to buy the latest, greatest RPG.,</i>
Well i did go in 10 shops 2 weeks before it was released
in Greece and asked when they were going to bring
that latest greatest game .
.And all i could do was buy 1 copy.
I will explain later why i could not tell my friends.
<i> And no pirating, dammit! I personally
would like nothing better than to be able to
make my in depth, hardcore, 100 hour Rpg
that the fifty guys who post online would rave about,
but I'm not fond of bankruptcy.
So this is all your fault! (That was a joke).</i>
If you want no pirating then please please release
the English version at the same time all over the world .
There is no question about it .
When you finish the game it will leak .
Cyber cafés all over Greece had the game the latest 1
month after you have finished that .
Friends that i could tell them to buy Arcanum already
had Arcanum in their hard disk months before i legally bought it.
They would have bought it if it had come out at the same time.
Yes they knew it was a great game .
But it came 3 months later. It was a disaster for me .
They had the game . They played the game .
Oh what a great game .I could go top cybecafes and see
other people playing the game for months . It was torturing .
And don’t blame piracy for it . Blame idiocy of certain individuals
that are prone to seisures.People love your games .
They do not love you . Could you wait 3 months for great sex ?
And see all your friends having sex with that girl and you not ?
That is how it feels like.
What more can i say here .
Release the English version at the same time all over the world.
End of story .
<i>Now, because I know how witty RPG fans are,
I'll head you off at the pass and state that this is not
me complaining about the sales on Arcanum,
or blaming the ignorant masses for not appreciating/buying
my game (as some other developers have done).</i>
But they did appreciated your game .
But you must understand this .
If anybody of the fans tell his friends yes a great game
oh the best game oh the coolest game do
you really thing that they are going to wait 3 months for it ?
Well hell no .
That is why i could not tell my friends .
Talk to them to the last minute ?
No . Because these friends have other friends .
And those other friends did obtained an illegal version
of the game . And that version had no manual .
Oh how cool is to play a rpg without manual
.It sucks to play a rpg without manual .
And of course their impression was that it sucked .
And the friends of my friends told my friends that
Arcanum was mediocre.
Quote" Pity that Arcanum does not have called shots like Fallout "
<i> I'll take the blame for the success/failure of Arcanum myself. </i>
No . You should not .
The marketing people that decided that the game
should not be released for 3 months after it was ready
are the one's responsible.
They are to blame . Because they are out of touch with reality.
They are like the kings of the old days that never go
out of their palace and instead listen to they advisors only.
The English version would have suffered 100 % piracy
if it was released immediately .Instead it suffered 300 % piracy .
Also the game got a bad reputation because the warez /
pirates got / sold the game without the manual .
Try to play an unknown deep rpg without the manual
. It sucks . You do not know how to start .
<i>On second thought, I'll take credit for the success part,
and blame Anderson for the failure part
(that would be Jason Anderson,
artist/designer/scapegoat extraordinaire).
</i>
I think that this is meant to be funny because
the graphics were cool.
With the low-end pc i originally had the graphics
were the best my pc could display .
<i> I'm making a more general argument here,
about a hypothetical "great" RPG. Hell, let's get out
of the realm of hypothetical and talk hard facts -
I don't believe either of the Fallouts have sold over 500,000 units.
I see people clamoring on the boards all the time for more "Fallouts"
, but which do you think a publisher is more interested in,
a Fallout (app 300,000 - 400,000 worldwide over its lifetime)
or a Diablo 2 (1 million units in a week)?
(Highly un-authoritative numbers, by the way).
</i>
Diablo 2 . I bought a second had copy when i did not have internet .
Then i played in a cyber café . I lost $ 400 playing there .
I year later i bought 2 Diablo 2 and 2 Diablo lod .
I wanted to play on battlenet on 2 pc .
Diablo 2 success is because the game is the only online rpg
( or glorified chat service ) that does not have and will not have
monthly fees . The fact that the game itself horribly sucks
( look at the "balance" of the game as an example )
is totally insignificant
<b><i> And to add insult to injury, the most difficult
elements to add to a game (reactivity, in depth dialogs,
multiple paths) are the things that define a
great RPG (for me, at least).</i>
I love those things .
<i>Take out those time consuming, stressful-to-get-right elements from an RPG and it is easier to sell.</i>
No . You are wrong here . What you need is a great manual /book/
Distibute this book to kazaa in pdf form (leak it ) 1 month before the game ships .
Make harsh and loud noises about how illegal is the download of this item and how much it is prohibited
( And write an article to slashdot like that " Oh the book was stolen it was such a big part of our game such a big part of our intelectual property oh we geek s are so hurt how we are going to live now ! please don't download this book from kazaa (make sure another mentions the filename) )
Study slashdot style . Make sure that this article is posted.
Make sure that your manual book is very well
written by a pro full time writer and a pro full time illustrator and it is very fun to read with lots of images (reduce images later in print version) and that it is not a huge download.
Make sure that the manual make it obvious that your game has these qualities
a) A little sex
b) Lot's of violence
c) Make it plainly easy to see that the game is very easy to learn and play
(Show that the interface is very simple)
d) Make sure that you mention extensively how hard was it for you to make the game how much you suffered how time consuming it was and that you are not filthy rich like the majority of people assumes
(This is very important because it will reduce the piracy rate)
(ppl will go in great lentghs in order not to feel shamed)
e) Make sure that you expose some the incredible story that your game has.
f)Make sure that everybody understands at once that your game has these features in abundance : Reactivity, in depth dialogs, multiple paths . Advertise them in a fun way in your manual book
g) In the first pages of your manual book advertise the fact that you ppl made the original fallouts
Some probable numbers
500000 ppl will download the manual 400000 ppl will read it if it is fun with lots of images 200000 MORE will buy your game
Make warez work in your favor not against you .
Make sure that even the warez people have the manual and enjoy their game in order to advertise it to their legit friends instead of saying that it sucked to all their legit friends.(<i>your publisher will not accept this even if it doubles sales</i>))
Cheat and expect to be cheated .
These things just happen if you are smart like perhaps the
" alpha doom something" leak.
</b>
<i>In other words, the things RPG fans clamor for are what
keep RPGs from becoming best sellers.
Faced with this reality, most people throw up their hands and
just decide to go for the Diablo’s (which are easier to make
than a hardcore RPG, by the way). But I'm stupid -
I mean stubborn. My solution is to somehow take the hardcore
RPG to the masses. But to do that,
I believe the hardcore base needs to grow,
because a game won't get a chance to break out to the mainstream
if a publisher won't fund/publish it because they
can't foresee it selling over 100,000 units.
Publishers always look to the past for their numbers -
if you're making a Fallout style game, expect Fallout
style numbers. And they're not swayed by the passion
the fans display on the boards, either.
If we want to continue to see the style of Rpg we like (real ones), we're going to have to find a way to enlarge the core community.
Well, not really "we" - I'm too busy trying to make Rpg that sell.</i>
No . You need to be smart . Use your brain .
Use filesharing in your benefit .
Give freebies
Make a great manual . Make sure that even the werez people get that great manual .
To warez a game is bad . To warez a game and then tell their legitimate friends that they game sucked don't buy it because they didn't have the manual is doubly bad . Make sdure you release the game as soon as it is ready .
Do not trust your publisher. They have different interests than you have.