I hadn't been planning to write anything on gaming for awhile after doing Gaming Week last week. But, events of the day have encouraged me to write one last blog entry.
I've spent a large portion of my evening on the Steam forums and the Castle Story Online forums. And there have been a few people saying some things that I don't necessarily agree with.
Now, before I get into that, I need to say one thing. I did hurl some minor insults at people, calling several people stupid and what not. For that, I am sorry. That is not something I should be doing, affiliated with the devs or not. I will endeavor to avoid doing that anymore in the future. I will stick to facts from here on in.
Alright, let's get into it. The first thing I've heard several people say is that $20 is too much for an early access game.
Well, this doesn't really hold up. The majority of games on Early Access are indeed $20. That's sort of par for the course. It's certainly worth $20, especially when you consider that it doesn't just get you the current version, but the completed version as well once it's done.
Second, back during the Kickstarter, the cheapest thing you could pledge for was beta, which was $15. Now, one of the running themes about kickstarting something is that you typically get something a bit cheaper, since you're supporting a project in it's infancy. If they turned around and offered this version for $15, wouldn't that be a bit of a slap in the face of the beta backers, who've been supporting the game since it's inception?
Another thing I'm hearing brought up a lot is that they were only asking for $80,000, to make a game worth $80,000. And that, even though they got $700,000, they should have still delivered the $80,000 game. This just doesn't make sense to me.
Personally, if I gave someone three-quarters of a million dollars, and they returned something to me that was only worth a tenth of that, I would be mad as hell. I would call them incompetent, I would call them thieves, and I'd scream from the mountaintop how crooked they were to just pocket all that extra money.
Would I like to have a complete version of the Castle Story they originally pitched for $80,000 now, polished and bug free? You bet your ass. But, I'd much rather have a much bigger, much better Castle Story later for $700,000.
There was actually an experiment done with children once. They gave them a marshmallow, and told them they could eat it right then, and it would be done, or they could wait 5 minutes, and get a second marshmallow. Many of the children just ended up eating the marshmallow, and then regretted it when they were told they couldn't have the second. And those that waited were much, much happier.
So come on guys, let Sauropod give us a second marshmallow, we paid for it after all.
Another thing I've heard said was this. Why didn't they just make the originally pitched game, and then build on that with all the extra money? Well, it's really just not that easy. For one, you never see 75% of a game. It's all in the background, it's the framework that holds it all together. All of that needs to be there and be right before you can really add on the stuff you do see.
This means that they couldn't have delivered the originally pitched game, and had the framework in place to build it into what they wanted, and done all of that for $80,000 or within the original time frame. It simply wouldn't have been feasible.
Furthermore, even if they had, you have the be a lot more careful with a fully released game. When something is in early access, bugs are expected. Patches that break things are expected as well. This can't be said for fully released games. If a studio patches a game that's been fully released for it's fully price and it breaks the game for half of the people that play it, that is really, really, really bad news.
I mean, look at EA, they've been doing that for ages. I still remember the debacle that was the 3rd patch for Battlefield 2142. It took them over a year to develop, and borked the game for half the players. And they even had a public alpha for this patch, which was just as broken. Oh, and that public alpha patch? It couldn't be turned into the fully patched version. When they released the full patch, they told everyone that they had to fully uninstall the game, reinstall it, reinstall the DLC, repatch all the previous patches, and then the new patch. It was a nightmare. And if it had been on a game that was an alpha itself, or Early Access, or whatever, I would have been alright with it. But, it wasn't. It was a full, released game that I had paid full price for. And I was pissed.
All of this is sort of a moot point anyway. Fact is, this is where it is. You can say what they should have done all day, but that doesn't change where things are now. They don't have a time machine, they can't go back and develop the 80k version of the game. They can only move forward, not backward. This is the version of the game we've got. It's good, and it works fairly well. And they're going to constantly be adding to it. Let them do it, and stop arguing about what they should have done. It's silly.
Showing posts with label Castle Story. Show all posts
Showing posts with label Castle Story. Show all posts
September 23, 2013
September 20, 2013
Gaming Week! - Castle Story
Hey there guys! So, that was fun yesterday, huh? If you read the entry right after I posted it, you may have missed the update. So, in a nutshell, Ouya has changed the rules of their Free the Games fund for the better. Much better. And as a result, Gridiron Thunder is no longer eligible for it.
But, we aren't talking about that today. Today, we're talking about Castle Story! What's Castle Story, you ask? This is:
Castle Story is a game in development by the kind folks over at Sauropod Studio. It's the strategy meets building. You control all your little yellow guys, called Bricktrons, and you use them to cut down trees, mine into the ground, and build castles to help defend not just your people, but the crystal that brings your people to life.
Oh, and the islands are floating high in the sky above an endless ocean. So don't dig too deep or too greedily.
I've personally been a part of the game in some capacity since early on. As the Kickstarter was running, I became a moderator on the community forums. While not directly associated with Sauropod in any way, much of the community spends their time on the forums at www.CastleStoryOnline.com. The Sauropod guys don't manage that page, it's entirely community run.
They ran into a pretty major issue during the Kickstarter campaign. They realized that the estimated delivery dates listed in the pledges were just plain untenable. There was no way they'd be able to deliver by those deadlines. This became especially true as the project scope began to change when they blasted past their funding goal of $80,000, climbing all the way up past $700,000. They made it a point, at that time, to tell everyone that the estimated delivery dates simply would not be met, and that Kickstarter wouldn't let them change those ETA's after launching the campaign. They recommended that anyone who wasn't alright with that withdraw their pledge. Few people did, if any at all.
The game had gotten much more attention than anybody at Sauropod, or even in the wider community had ever expected. Suddenly, what had started as a little demo reel for Germain and Francois had turned into a game that was getting a lot more press than anticipated. And that's not always good news. Suddenly, they had a lot more critical eyes on their Bricktrons than they'd expected, and that's enough to make any artist sweat bullets. They started a weekly development blog to help get any information about the game out there.
However, shortly after the Kickstarter Ended, the weekly development blog became... Well, less weekly. And the community quickly started to lose patience, becoming divided over people who wanted the news, and people who didn't care about the news and just wanted a game.
Enter Thierry, the web man. He took over the blog, quickly stepping forward to make it a weekly occurrence again. At this point, I had started speaking with him pretty regularly. When the blog fell to him, he asked me if I could help him with it. The problem was that Thierry, while very intelligent, is not a native English speaker. He's French Canadian, and his native tongue is French. He can speak well enough in English to convey an idea, and have a conversation. But when it came to a professional blog that is the singular news source for the community, it simply wouldn't do. So, he needed an editor, someone to read through the blog and clean up the English. That's where I come in.
In the early days, he'd write the entire entry in a pastebin, then send me a link. I'd copy the entire thing into notepad, edit it all, and then make a new pastebin with the completed blog, sending it back. This didn't last long, as it was complex and couldn't be viewed and corrected easily in real time. After about a month and a half, we realized we needed a better system. So, we switched to google docs. From that time forward, he'd write it all in a google doc, then just share it with me. I'd go in, make all the changes, and then just tell him it was done. This is still how we do it today. I also eventually took over the Soundtrack of the Week, another element of the blog, as the team ran dry on new music.
Once the rest of the team had the concerns of the blog removed, development accelerated. Now, these guys are still new to the industry and game development in general, so it wasn't quite as fast as what you'd expect from a team of veterans, but progress was happening regardless. The prototype of the game was released in October of 2012, and over the next few months saw a couple updates to help fix some of the more broken parts of it. It was pretty bare bone, but it had most of the building and resource management in.
After the second prototype patch, they decided that their efforts would be better spent progressing towards beta than continuing to support the prototype. It was, after all, only ever intended to give a small glance at what the game would be. Continuing to patch it and make sure it would work on all supported platforms at each released build would have taken a lot of resources away from the overall development. So, they dropped support of the Prototype and went full steam ahead.
Eventually, they did release one final patch for the prototype at community request, adding in a couple more mechanics and features, such as the new user interface. And now, they're only days away from the big one, the game's release on Steam Early Access. I'm certain the guys are all sweating bullets at this point, knowing that for the first time, anybody will be able to just pick up the game and play it. I do not envy them the stress of the next few days.
I've loved working with Thierry on this stuff every week, and watching the game slowly evolve. I've never been paid for any of it, and that's OK. I've wanted to work in this industry since I was a child with no concept of money, and this volunteer work has let me fulfill that dream at least in part. I've routinely been told by my parents, by my ex-girlfriend, by many people that I should stop and tell them to pay me or do it themselves, and I've refused to do that every time. I'd happily do it for another year if needed. The window it's given me into the process has been invaluable.
So, if any of them are reading this, thank you for letting me be a part of this project. I've enjoyed every moment of it. And good luck on Monday, I'm sure it'll be a hit. I've seen the latest builds, and it's shaping up great.
But, we aren't talking about that today. Today, we're talking about Castle Story! What's Castle Story, you ask? This is:
Castle Story is a game in development by the kind folks over at Sauropod Studio. It's the strategy meets building. You control all your little yellow guys, called Bricktrons, and you use them to cut down trees, mine into the ground, and build castles to help defend not just your people, but the crystal that brings your people to life.
Oh, and the islands are floating high in the sky above an endless ocean. So don't dig too deep or too greedily.
I've personally been a part of the game in some capacity since early on. As the Kickstarter was running, I became a moderator on the community forums. While not directly associated with Sauropod in any way, much of the community spends their time on the forums at www.CastleStoryOnline.com. The Sauropod guys don't manage that page, it's entirely community run.
They ran into a pretty major issue during the Kickstarter campaign. They realized that the estimated delivery dates listed in the pledges were just plain untenable. There was no way they'd be able to deliver by those deadlines. This became especially true as the project scope began to change when they blasted past their funding goal of $80,000, climbing all the way up past $700,000. They made it a point, at that time, to tell everyone that the estimated delivery dates simply would not be met, and that Kickstarter wouldn't let them change those ETA's after launching the campaign. They recommended that anyone who wasn't alright with that withdraw their pledge. Few people did, if any at all.
The game had gotten much more attention than anybody at Sauropod, or even in the wider community had ever expected. Suddenly, what had started as a little demo reel for Germain and Francois had turned into a game that was getting a lot more press than anticipated. And that's not always good news. Suddenly, they had a lot more critical eyes on their Bricktrons than they'd expected, and that's enough to make any artist sweat bullets. They started a weekly development blog to help get any information about the game out there.
However, shortly after the Kickstarter Ended, the weekly development blog became... Well, less weekly. And the community quickly started to lose patience, becoming divided over people who wanted the news, and people who didn't care about the news and just wanted a game.
Enter Thierry, the web man. He took over the blog, quickly stepping forward to make it a weekly occurrence again. At this point, I had started speaking with him pretty regularly. When the blog fell to him, he asked me if I could help him with it. The problem was that Thierry, while very intelligent, is not a native English speaker. He's French Canadian, and his native tongue is French. He can speak well enough in English to convey an idea, and have a conversation. But when it came to a professional blog that is the singular news source for the community, it simply wouldn't do. So, he needed an editor, someone to read through the blog and clean up the English. That's where I come in.
In the early days, he'd write the entire entry in a pastebin, then send me a link. I'd copy the entire thing into notepad, edit it all, and then make a new pastebin with the completed blog, sending it back. This didn't last long, as it was complex and couldn't be viewed and corrected easily in real time. After about a month and a half, we realized we needed a better system. So, we switched to google docs. From that time forward, he'd write it all in a google doc, then just share it with me. I'd go in, make all the changes, and then just tell him it was done. This is still how we do it today. I also eventually took over the Soundtrack of the Week, another element of the blog, as the team ran dry on new music.
Once the rest of the team had the concerns of the blog removed, development accelerated. Now, these guys are still new to the industry and game development in general, so it wasn't quite as fast as what you'd expect from a team of veterans, but progress was happening regardless. The prototype of the game was released in October of 2012, and over the next few months saw a couple updates to help fix some of the more broken parts of it. It was pretty bare bone, but it had most of the building and resource management in.
After the second prototype patch, they decided that their efforts would be better spent progressing towards beta than continuing to support the prototype. It was, after all, only ever intended to give a small glance at what the game would be. Continuing to patch it and make sure it would work on all supported platforms at each released build would have taken a lot of resources away from the overall development. So, they dropped support of the Prototype and went full steam ahead.
Eventually, they did release one final patch for the prototype at community request, adding in a couple more mechanics and features, such as the new user interface. And now, they're only days away from the big one, the game's release on Steam Early Access. I'm certain the guys are all sweating bullets at this point, knowing that for the first time, anybody will be able to just pick up the game and play it. I do not envy them the stress of the next few days.
I've loved working with Thierry on this stuff every week, and watching the game slowly evolve. I've never been paid for any of it, and that's OK. I've wanted to work in this industry since I was a child with no concept of money, and this volunteer work has let me fulfill that dream at least in part. I've routinely been told by my parents, by my ex-girlfriend, by many people that I should stop and tell them to pay me or do it themselves, and I've refused to do that every time. I'd happily do it for another year if needed. The window it's given me into the process has been invaluable.
So, if any of them are reading this, thank you for letting me be a part of this project. I've enjoyed every moment of it. And good luck on Monday, I'm sure it'll be a hit. I've seen the latest builds, and it's shaping up great.
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