Showing posts with label i suck at pr. Show all posts
Showing posts with label i suck at pr. Show all posts

Wednesday, May 4, 2016

Avadon 3, Announcing New Games, and Facing Your Inadequacy.

Aaaaaand ... we're off!
We have just announced our newest game, Avadon 3: The Warborn!

It's the final game in the series! At last, you get to end the war, pick a winner, and decide who lives and who dies! (Though we are making sure that the game will still make sense and be satisfying even if you didn't play Avadon 1 and 2.)

It should be out in September, unless things go wrong. Completing this series will bring an end to five frenzied years of my professional life.

I wanted to talk about the game a little, for people who don't know about us, people who do, and people who are interesting in making games in general.

I'll try not to be boring.

If You Don't Know Who the Hell We Are ...

Hi! We're Spiderweb Software. Since 1994, we have created indie, retro, turn-based, huge, epic fantasy role-playing games. We specialize in games with intricate stories that give you a lot of interesting choices. We also like making fun game systems and varied combat with lots of unusual encounters and tactical options.

If that sounds cool, just stop reading this. Go here or here and download a big, free demo. We have always had the biggest demos in the business. If you like what you try, all of our stuff is on Steam.

If You Already Play Our Games ...

Thank you for your support!

We asked for a lot of fan feedback before we started Avadon 3, and we put a lot of it into effect. There are a ton of changes and improvements in this new game. Many long-overdue interface improvements. A lot of rebalancing and new abilities. Fewer trash fights and greater encounter variety.

I managed to generate some pretty decent screenshots this time around.
What Is Avadon About?

If you want the basic facts of the story, they are on the main game page, and I'm tired of rewriting it. (This is the sort of disciplined approach to PR that has enable me to maintain decades of consistent anonymity.)

I'm more interested in talking about the process.

In the 20+ years I've been doing this, I've always had one main habit: I write the sort of game I enjoy playing. They are always RPGs, because I am obsessed with that genre. It's a genre that allows for great variety. (And the basic, addictive elements of which have infected just about every other genre.)

Whenever I'm not sure what to do with a game, I always make the choice I would prefer if I was a player. It's a compass that has almost never steered me wrong.

When I decided to write Avadon, I'd just played Dragon Age: Origins, which is still, for my money, one of the finest RRPGs every made. It made me want to write a similar game: An epic story, full of intrigue, dark fantasy, and touch choices, set in a huge and complex world. I wanted the battles to have their own flavor, with lots of different tactical options and unexpected events, and in which movement and positioning are really important.

I think I succeeded. Kind of. I will say that I enjoy playing Avadon games more than I enjoy playing any of my other games. A lot of my fans don't care for Avadon as much, but that's ok. We write a lot of different sorts of RPGs.

Actual gameplay footage!
But I'm Ready To Move On and Feel Bad About What Has Come Before

Like many creators, I hate looking at the work I've done. Even if it's good, it still pales in comparison to the beautiful image I had in my mind when I began. Looking at the final work can be a painful process.

A painful process, but a helpful one. When you fail to do what you wanted to do, well, failure can be very educational. You just need to look hard and honest at you failures and see what you can do to correct them.

So, some things I'm unhappy with about the Avadon series.

When I was designing Avadon, I was very ambitious. Lynaeus, the continent on which the series takes place, has 5 friendly nations and six hostile nations, each of which has its own politics, history, and so on. I wanted to make a whole world.

In the end, however, I was just one designer.

There are so many factions, wings of government, conflicts, controversies ... Too much for me to keep track of, too much to fully develop. I wrote so much lore I could never find a place to fit into the game. There were so many locations I just wasn't able to give enough time to.

My eyes were bigger than my stomach on this one.

Also, i didn't put as much polish in these games as I should. Avadon 3 will have a lot of careful rebalancing and useful interface improvements. However, these changes should have been in Avadon 2. Honestly, a lot of these things should have been in Avadon 1 so I didn't have to fix them in the first place.

I have a good excuse for some of this. I'm only one person, and I'm getting older and slower. Still, a problem is a problem, and, if I'm asking people for money, I'm still responsible for flaws.

Finally, I've stuck with this particular engine, graphics style, and world style for too long. After I remaster Avernum 3 (our most popular game over the years), I'm going to do something way different. It's well past time.

Actual gameplay footage!
I Also Have Reached My Own Limits

However, the Avadon games have also reached the limits of what I am capable of holding in my single brain. They are the limit for how complex I game I can make without going mad. There's just too many characters, story threads, and so on. After a few months of keeping everything balanced and in my head and making sense, it gets exhausting.

One of the great pleasures in my job is finishing a game and being able to forget everything I've had to hold in my mind, ready for fast access. It's like putting down a heavy weight. I'm really looking forward to letting Avadon drift away. It's been like having to have a second family, only in my head. A weird, dysfunctional, non-existant family. I want it to fade away and leave a blank canvas, that I can fill with other fun stuff.

And, in Avadon's sprawling messiness, I think we made something really neat. Among all of the treasure hunting and epic battles, this is a story about running a fading Empire. You have borders to protect and unlimited power to do so. Will you be cruel or merciful? Will you be dutiful to your country, or will you focus on power for yourself?

Avadon 3 is full of choices, and your decisions will lead to a multitude of possible outcomes. No cop-out twist endings. It won't all have been a dream. We will make sure that the series caps off with a satisfying ending.

We'll be starting an all-new series soon. When we do, it will still be a big, complex game, but it will be big and complex in a different way. At the very least, there will be fewer than 11 countries for you to keep track of.

Back To Work

And that's all for now. Hope you like the screenshots and the trailer. If you're new here and like RPGs, we have 20 years of back catalog to tempt you.

Time to go write a few thousand more words of dialogue!

Wednesday, January 5, 2011

Three Reasons Creators Should Never Read Their Forums

If I have learned anything from writing Indie games for a living for fifteen years (and there are plenty who would say that I haven't), it is that it is usually a bad idea for creators to visit online forums discussing them and their work. It doesn't lead to happy ends.

This is why big, smart companies with actual budgets hire community people who do nothing but deal with and sift through forums. Managing fans is real work, and picking out the realistic and worthwhile comments takes a ton of time and judgment. That is why smart companies put a layer between the fans and the creators. If you don't have this layer, you should keep a safe, respectful distance.

It's a pity. My company, Spiderweb Software, has a really awesome, active online forum. Been there for years. Always active, full of all sorts of discussions. However, unless I've just released a game and are looking for signs of early, evil bugs, I have to stay away from it.

Some of my fans really resent this and take it personally, and they haven't been shy about letting me know. But if you've ever wondered why the creators of your beloved games often avoid the forums (especially the Word of Warcraft forums, Yeesh!), this might help you to understand why.

1. It's Not Productive To Read How Much People Hate You

It's been said that, if you want a healthy marriage, you have to say five kind things for every unkind thing. It is in our nature to gloss over and ignore kind words, but to really fixate on and get affected by unkind ones. This is why Facebook will never have a Don't Like button. If you see "Joe likes your post," well, fine. If the average online denizen see "Joe doesn't like this," he or she will probably freak out.

Which brings us to forums.

A few years ago, I wrote an article for IGN about how I felt that Indie games were far from the only source of innovation, and the big companies don't get enough credit for trying to make innovative things. Slashdot was kind enough to link to it. Someone might agree or disagree with me. Fine. But someone wrote this ...

"This is the kind of commentary I'd expect out of a cynical independent ripoff artist in action, really. You know, the kind of person who is too afraid and closed-minded to try anything new, partly because he doesn't want to lose his money or reputation - a sound judgement - and partly because he just doesn't seem to want to try. ...  In other words, nothing to see here. Just near-mindless droning from another cynic with a rather skewed and defeated view of the gaming world."

WHOA! DUDE! What did I ever do to you? Did I run over your dog? Make out with your mom? Go to where you work and mess up the settings on the fry vat? Damn!

Now, I thought that one was pretty funny. I sent links to it to my friends, saying, "Hey! Look what people REALLY think of me!" Over the years, I've developed a pretty thick skin. And yet, if you read lots of people dumping on you, unless you have super-human emotional control, it's eventually going to get to you. Sometimes I'll get weak and look at a forum and see some nasty cheap shot and it'll throw me off my game for hours.

Remember, as Penny Arcade put it (in a far superior and NSFW way), anonymity plus audience makes assholes. (And, for what it's worth, the creators of Penny Arcade don't read their forums either.)

It's a little different on my company's forums. But only a little. Even though it is mainly populated by my fans, it is still full of shots at my design skill, game quality, virility, and facial complexion. Remember, there's a thin line between love and hate. Nobody will lash out at you like a disappointed fan.

When I read the forums for, say, World of Warcraft or xkcd, I'm always amazed at how nasty things get. It makes me think, "If you hate it so much, why are you there?" But that's just the way it is, and excess exposure to insults can really get under your skin, make you doubt yourself, and interfere with your work. It's very sad, but you sometimes need to just protect yourself by staying away. Keep your brain clean.

2. It's Not Going To Be Helpful

It seems like reading forums would be a good way to get design ideas and learn ways to improve your games. With the exception of learning about bugs, this is usually not the case.

It can be tempting, when you're stuck designing a game, to read forums and look for feedback. The problem is this. No matter what the question is, there are people who will advocate strongly for both sides of it. Many of these people reflexively hate change. Many of these people are only happy if the game is much harder (or much easier). Some of them will not, in fact, have a realistic idea about anything. Often, there are issues where intelligent people can come to opposite conclusions, and you can read thousands of furious posts on either side of the issue without getting an inch closer to an actual decision.

Forums contain a cacophony of people telling you to do diametrically opposite things, very loudly, often for bad reasons. There will be plenty of good ideas, but picking them out from the bad ones is unreliable and a lot of work. If you try to make too many people happy at once, you will drive yourself mad. You have to be very, very careful who you let into your head.

Of course, it is still very important for designers to get lots of good, constructive criticism. That is why I have built up an elite cadre of awesome beta testers and interested friends, and I listen to them very closely. And, I must point out, many of those testers were recruited from my forums. You just need to choose carefully the people you ask for advice.

3. You Might Get Suckered Into Getting Angry

Not much to say about this. If you read forums for long enough, you will read a lot of nasty comments and cheap shots. If you read enough cheap shots, you'll get angry. If you are angry enough, you will eventually lash out and flame back.

Snapping angrily at your customers never, ever leads to good results.

One Final Comment

I'm sure some of my fellow Indie developers are reading this and shaking their heads at my idiocy. A lot of developers do maintain close relationships with their forums. It works for them, for now. I'm glad for them, and I hope it keeps working.

Just bear this in mind. When you start out and gain your first following, you get a grace period. You're a fresh face, making awesome new things. Everyone loves you. And, most importantly, you haven't had a chance to start disappointing chunks of your fan base yet.

The longer you are active, the more of your fans will turn on you, justified or not.

And, if you are a member of my forums reading this, know this. I love you guys. The idea that anyone wants to discuss my work at all, even to dump on it, is insanely flattering. I just hope that this makes clearer the instincts of efficiency and self-preservation that lead me to keep a little bit of distance.

Edit: Changed "think skin" to "thick skin."

Monday, November 30, 2009

I Released A New RPG For the Mac

Spiderweb Software just released our newest game for the Mac, Avernum 6. And when I say Just Released, I mean I made it available about ten days ago. I haven't blogged about it yet because I am really, really terrible at PR.

But this isn't the worst of it. I am sending press releases to web sites today too. Why didn't I send them a week ago, like a sensible business owner? I forgot.

I mean, it's sort of expected that programmers and designers aren't so great at PR, but sometimes I'm amazed that I remember to breathe.

Anyway, Avernum 6. Despite my efforts, it is doing very well. So far, it is selling better than Avernum 5. Which sold better than Avernum 4. Which itself sold fantastically well. So I am pleased about that.

And yet, I have a lot of angst, because it is the last Avernum game. Avernum games have always been our best sellers, so it pains me to drop it, but, if I don't start doing new things soon, I will go mad. So I have to step off the sequel-train for a while for my mental survival's sake.

(Though, actually, I have a really cool idea for Avernum Zero. Basically I one-off prequel set in the years before the first game. Maybe in four or five years, if I think I can come up with something actually good, I'll go back to the well one more time.)

My main source of stress for Avernum 6 is system performance. I recently switched to more elaborate graphics that require hardware acceleration. This means that older machines and machines with quirky or flawed video hardware are falling off the back of the train. These people tend to make sure they let me know just how much they hate me and feel betrayed by me before they go. This tends to be accompanied by cheap shots about how graphically undemanding my games should be. Yeah. Right. Because throwing pixels all over your 1900 x 1200 monitor 30 times a second stops taking processor power just because it's not in 3-D. Look, I am a Cool Indie Developer, but I still have to obey the laws of physics.

On the bright side, Avernum 6 looks so much nicer than any game I've ever released. I went back and rerendered all of the icons, added shadows, and moved to a different system for storing and drawing icons. It does require more power, though I think the results are worth it. I really do need to move forward sometimes to keep engaged in the process. And many of my beta testers used Mac G4s, so I know the game can run on old machines. Not super fast all the time, but it works.

Anyway. New game. Bad at PR. I suck at programming. That is a good summary of the process. If you like Indie RPGs and have a Mac, I hope you give it a try. If you like Indie RPGs and run Windows, I'll have something for you in March.

Thursday, May 21, 2009

Early Information About My Next Game

I have put out some early, early information about Spiderweb's next game, Avernum 6, here.

I've been procrastinating about that forever, but I finally bit my lip and wrote something out. I suck at PR.