hiver
Guest
Exactly.Call me naive, but I think if you have a good good, and you're on Steam, it will sell an appropriate amount. I don't think you have anything to worry about on those counts Mr Weller.
The one stumbling block I can see is less motivated gamers not realizing how good the game is. The new character system will improve that a lot I think. I would say you still need some way to communicate that you really need to play multiple paths to get the whole picture. Playing through Teron as a merchant, assassin and thief blew my mind as I got different puzzle pieces that put together a whole story. However, right after finishing the first playthrough (as a thief), I was actually thinking the story was kind of barebones. You have to do 3 different paths to get the experience that many other games give you in 1. If you can communicate this to new players, it should help a lot.
And then there is selling your game - and selling your game.
As in "whoring out" and - "selling your game".
One very, very important thing that everyone seems to forget when they talk about selling is that Iron Towers, or other such only bigger studios making games like these, dont need to hit some specific sales figures on release.
They dont even need to sell that much at all.
They dont need a hit and thousands of copies sold in days.
Thats irrelevant.
What they need is to make a strong entry, present work of quality and let it speak for itself - while they provide support for it - to speak for itself.
And keep doing it, so they stabilize the flow of sales over longer time - and then keep them going.
Instead of having to take a chunk off the market in a sudden hit, before everyone gets bored and disgusted, before new, flashy but insubstantial experience wears out, - like mass market publisher parasites need to do, they actually need to work on increasing the flow of sales over long time.
Its a different model.
Point being: there is no need to go for the advices and logic of "bwaaah sell out or go doowwnn!".