kaizoku
Arcane
- Joined
- Feb 18, 2006
- Messages
- 4,129
I've used to raise this barrier for me as well. To think that good ideas just come out of your head in a snap.Okay, maybe this is an absurd explanation for why adventure games have died, but it's a pretty good explanation for why my interest in doing another one is low! Primordia reflects design ideas I've kicked around for years and years, even particular plot elements are things I've been mulling for a long time. And the visual design is clearly one that Vic spent years developing before starting Primordia.
That is really not how it works for most artists.
And you said it yourself, all those blurbs of ideas that happen every now and then, take time to mature and take shape.
DFA documentaries where cool in this regard. When you have an idea, write it down. Put it in the pot and let it brew. If you don't write it down, you'll lose it. And good ideas are hard to come by.
All those years of idea collecting are part of pre-production.
The trick to make the "business" sustainable is to do things in parallel. While you're implementing a project, you keep writing down those new ideas that come by.
So that when you finish the working project, you have a load of ideas to work on next.
And you already have that train moving.It's not that we don't have additional good ideas or interesting art, it's just that we've picked the low-hanging fruit. And even picking the low-hanging fruit, it took us 2.5 years to make Primordia. With a better pipeline and more discipline, and the benefit of experience, maybe we could make our next one in a year and a half. But that's actually a pretty significant investment of time for a genre that -- even at its best -- yields pretty low rewards.
In the end, the financial side of things does make the call. There isn't much one can do about it. But living where I live (2nd world country), 44k tax-free a year would be a very fat pay check.As best I can tell, the top-grossing WEG games were in the low six-figures. Let's say, generously, we could make $200k on an adventure game, and let's ignore the publisher's cut and all that. Say we could do that in a year and a half, and we didn't have to pay anyone for audio -- we just split it three ways between artist/coder/writer. That would be $44k per person per year. It's enough to live on, but it's not a huge amount of money. And it's not like we'd be developing brand awareness beyond the adventure game community; if WEG tried to release an RPG, they might or might not succeed, but I don't think their name recognition would take them very far, despite years of releasing games.
So the problem with making these kind of adventure games seems to me that you are basically earning at best a subsistence living in a genre that always could just die again. Not particularly appealing!![]()
But I think WEG is really building up a name for them. Jaesun will agree on this. And I think they're slowly breaking the wall for the reception of old-school indie adventure games.
Making AGS run cross-platform (including tablets) could really be a bubble of fresh air.
wow! that is fucking impressive.Maybe another way of getting at the same point: we've finally voiced all the dialogue in the game. While there's no easy way to do a word count, or a count of the non-voiced text in the game, I can say that there are 18,500 lines of voiced dialogue. That is really ridiculous. Per this authoritative source -- http://www.gameinformer.com/b/news/archive/2010/02/25/news-tidbits-dragon-age-origins.aspx -- the average movie has 3,000 lines and DA:O had 68,250. How the fuck did we end up with 27% as many lines as DA:O? *mindboggles*
I think the solution for that would be doing partial voice over, instead of making the game fully voiced.
It's the same direction that PE is going.
what exactly do you mean by this?- Autonomous puzzle solving mechanics. Like a rune system that gives you various magic spells that can be used in different situations in a fantasy setting. Or a tool box, with gadgets that can be combined and used in a similar fashion in a modern setting, or a separate cyberspace environment with it's own rules in a futuristic setting.
can you give a puzzle example?