Zanzoken
Arcane
- Joined
- Dec 16, 2014
- Messages
- 4,064
The wrong thing that most developers do is immediately expand the studio, hiring more developers to spread out the workload. And then they either try to make Exile 2 a bigger, shinier, much more ambitious game than Exile 1... or they move on to a new franchise entirely, which means most of the work from Exile 1 is retired and has to be done over. Either way, they spend another 4 or 5 years on their second game, hoping that it sells as well as the first one did. And oftentimes, it doesn't, and the studio can't make payroll and has to fold.
So in your opinion, Iron Tower Studio should have started working on a slightly improved Age of Decadence 2, using the same engine, rather than starting over with a brand new engine, new shiny graphics and a new IP that is Colony Ship? Because if so I think you're right, would have a much greater chance of success.
Ideally yes. In Iron Tower's case specifically, I'm not sure. If you look back through VD's business updates over the years, he talks pretty extensively about this, and why they chose to move on from the AoD universe to something new.
2018: http://www.irontowerstudio.com/forum/index.php/topic,7530.0.html
2019: http://www.irontowerstudio.com/forum/index.php/topic,7753.0.html
2020: http://www.irontowerstudio.com/forum/index.php/topic,7822.0.html
2021: http://www.irontowerstudio.com/forum/index.php/topic,7938.0.html
I think in many ways, the transition from AoD to CS reflects their studio's transition from rank amateurs to professional developers. AoD was a pipe dream that took 10 years, and only by some miracle or sheer force of will was it finally finished. It ended up being a pretty great game, but at the same time, I can see how it wasn't the kind of foundation (either technically or thematically) that the team felt they could build on.
But with Colony Ship, you can see how ITS are taking what they learned and adopting a more structured approach. The work they have done on CS over the past few years will no doubt play a significant role in shaping their next 2 or 3 games too.
Vault Dweller said:Anyway, we've been working for 2 years building the "infrastructure" (RPG-izing the engine, developing systems: character, combat, stealth, inventory, dialogue, etc), working on items, models, effects, etc. Even though we're far from done, the time and effort investment is already considerable. Starting from scratch every time is painful, so we'll have to brave the dangers of the "more of the same" curse and do a proper sequel, instead of another small tactical game or a brand new project.
Vault Dweller said:In the future, we can probably shorten this [getting to first playable] phase to a year or year and a half, since we will have all the tools and editors, working knowledge of the engine, and all the systems. Unreal 4 is a great engine, even for a small team like ours, and it does many things in much better way than our old engine, so hopefully, we’ll never have to switch engines again.
Also, something I noticed from the most recent update that I had overlooked before.
Vault Dweller said:AoD's sales went up 3,400% in the last month [after CS was released to Early Access], which is an unexpected but very welcome bonus.
Every time you release something new, your old stuff benefits from a boost in attention, so you get paid twice. Yet another reason to build up your catalog as much as you can, and ride that long tail.
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