Showing posts with label shareware. Show all posts
Showing posts with label shareware. Show all posts

Thursday, February 1, 2018

We Released Avernum 3: Ruined World.

Seasons come and go. Pages fall from the calendar. And Spiderweb Software releases another game.
In 1997, I wrote a hit game.

It was called Exile 3: Ruined World. It and its remasters are the most popular games I've ever written.

Bear in mind this game was a hit by 1997 shareware standards, not 2018 indie standards. It made enough to buy a modest 1997-priced house. It didn't make enough to buy a mega-mansion.  But I'm certainly not complaining.

In 2002, I remastered the game into Avernum 3. It sold a lot of copies. Then, this week, twenty years after its first release, we shipped Avernum 3: Ruined World, the second remaster of this title. If my email is to be believed, a lot of people want it.

This is a brief story of writing a game that did really well and figuring out how to deal with it.

Exile 3: Ruined World. 1997 shareware at its semi-finest.
The Science of Careful Theft

When I started Exile 3, I'd already put out Exile and Exile 2, and they'd sold well enough for me to go full-time. It was a modest living, but entirely adequate for a 26 year old in Seattle. (You didn't have to be an Amazon employee with a mega-salary to live in Seattle then.)

At that point, I'd been writing shareware for two years, was starting to feel a tiny bit confident and comfortable. I decided that I was really going to stretch my wings. I wanted my third game to be GOOD.

So I did what I usually do when I want to design something good.

I played every game that was popular at the time, stole the very best idea from each, and synthesized them all into one coherent title.

Here's the thing about stealing ideas: Everyone does it. We all stand on the shoulders of giants. It's knowing which tools to not steal, which ones to steal, and how to assemble them together to makes a real craftsman.

Computer Gaming World called Exile 3 the best shareware game of the year. They even gave me a prize. The logo is 2 chubby guys with bad posture sensually hugging a floppy disk.
The Game Was Big

From the Elder Scrolls games, I was inspired to write a huge game with tons and tons of towns. This resulted in Exile 3 being the biggest game we've ever written, by far.

I've written it three times now, and each time I have despaired that I would ever finish it. It's sickeningly huge.

Since I had so much space to fill and I was still young and crazy enough to feel free to do things that were genuinely dumb, this game has a lot of weird, silly stuff in it. Towns named after old sitcom characters. A giant dungeon themed after old karate movies. A whole chapter where the enemies are giant cockroaches. (Actually, I still think this idea is terrific.)

There's a reasonable amount of it that I'm sure I wouldn't do if I wrote it now. I was a lot looser and sillier when I was young. However, when I do a remaster, I need to trust my younger self. I left almost everything alone.

Avernum 3. A big upgrade from Exile 3, but it doesn't work so good on 2018 computers.
Then Again, Maybe I Had Original Ideas

I suppose when I say that all of my ideas are stolen I'm partly joking. There is a lot of cool stuff in Avernum 3 that was quite innovative when it came out, and I can't remember any games doing those things back then.

You can be a merchant or buy a house. There was already games that had this.

The world crumbles as time goes on. If you don't fight the bad guys, towns will fall apart and characters will die. If you're slow enough, a gigantic disaster happens and you have to deal with it or the world ends. NOTE: No matter how slow you are, you can always win the game, but not without consequences.

I wanted to make sure you felt that the world was bigger than your perception and that there were things going on you would never know about.

This is really cool, and I don't remember any other games doing this.

Avernum 3: Ruined World in all its low-budget glory. It was made cheaply, but it's fun.
Working As a Curator

When you do a remaster, you are the curator of your own work. You have a responsibility to your fans to keep everything they love most about the title intact. If you don't, they will punish you lavishly.

People tend to dislike change. If you change one thing, even if it's an entirely reasonable or even unquestionable change, you will always get complaints. These complaints can get very angry.

This makes remasters really grinding, painstaking work. I tried to put in lots of new ideas and designs and stuff. I improved the interface greatly. However, as much as possible, I left the world and story and feel of the game alone.

(There is one change I regret: The artist who made the character art doesn't work for us anymore, so I couldn't get horse art that would match the old style. Sorry about no horses.)

Thank You For Your Support

This wouldn't be complete without a thank you to the many people who have supported and stuck with us over the years. Your kindness has enabled me to live my childhood dream. I promise to work hard to be worthy of it.

Back To Creativity

After 16 months on Avernum 3, I'm really itching to do something new again. I hope I never have to remaster it again. Check in with me in 2033.

We are starting a whole new series. New world, new game engine, new system, maybe even a Kickstarter.

I hope you like Avernum 3. If you aren't sure about it, we have a demo. If you loved it as a kid, I hope that I kept the things you love alive.

On to the next.

Thursday, September 30, 2010

Spiderweb Software's Fifteenth Birthday Sale!

(This is the official press release for our fifteenth birthday sale. I'm posting it here because it's funny. Also, shameless self-promotion and all that.)

Spiderweb Software's Fifteenth Birthday Sale!

It was fifteen years ago that fledgling Indie game developer Spiderweb Software released its first game out into the wild. This was, by game industry standards, a long time ago. Back then, small developers sold something called "shareware." The World Wide Web barely existed. People took photographs on "film." Cell phones were the size of loaves of bread. Also, dinosaurs ruled the Earth.

Yes,  the past millennium was a dark and confusing time. And yet, we prevailed, making many fine Retro fantasy role-playing games for Windows and Macintosh. And now we invite you to celebrate our continued survival by offering hefty discounts on the fruits of our labors. For the whole month of October, all collections of our games are 25% off, and everything else we sell is 10% off. CDs containing three or five deep, full-length RPGs, already sold at a discount, are now even cheaper!

So, whether you need a big pile of distractions from the recession and the cold, dark of winter, or you need a nice CD to give as a gift to a gamer friend, or you just like collecting shiny discs, we are eager to help.

Not convinced? Try out one of our huge, free demos.

And here's hoping for another fifteen years. With any luck, our 30th birthday e-mail will be sent out from inside our Pleasure Pod and will celebrate flying cars and the Cure For Death.

Friday, August 7, 2009

Sometimes, I Link To a Comic Strip.

Bwaaaaahahahahahaha.


I have two things to say about this.

First, every aspiring Indie developer should set this comic as their screensaver, so that it flashes up at any moment when you are foolish enough to feel hope.

Second, I love the term "Indie games" because it doesn't have all the Loser connotations that "shareware" did. I now realize that it's only a matter of time before "Indie game" gets all the same connotations.

If you don't believe me, drop by XNA Community games (Soon to be XBox Live Indie Games. Thanks Microsoft!) and try those out. (Shudder.)


Wednesday, March 11, 2009

Shareware is dead. Long live shareware.

The first thing I want to do in my official position as author of this blog is thank whoever first came up with the idea of using the word Indie to describe what I do. Indie developer. Indie game design. Whoever did this, you deserve the Nobel Prize in Awesomeness.

I will explain.

When I started this business in 1994, when the web barely existed and I did most of my business over AOL, CompuServe, and BBSes, what i wrote was called Shareware. From the Latin roots 'ware', meaning "Loser" and 'share', meaning "Big, Fat".

Sometimes, people would ask me what I did for a living. I said that I wrote shareware. Then one of two things happened. Either they didn't know what shareware was, in which case they looked at me with bovine incomprehension. Or they did know what shareware was, in which case they'd ask, "Ah. And what do you do for a living?" And then, in both cases, I'd say, "Actually, I squeegee car windows downtown for spare change." And this would make them nod approvingly, because it was far more plausible.

Shareware doesn't really exist anymore. Selling software by freely distributing a demo is standard operating procedure now. (Go read the first paragraph of the Wikipedia page on shareware. Doesn't that describe all software now?) And now I despise the term 'shareware,' because of the connotations of shoddiness and amateurishness the term carries. But that left me needing a new way to describe myself.

Now, when someone asks what I do, I say, "I run an Indie game company." And it is completely sweet.

Isn't that a great word? Indie! It has this aura of cutting-edge and danger about it. Like Indie rockers. Like I'm Kurt Cobain, if he never left his basement or something. Indie means I'm cool, and independent, and fighting The Man. And it even goes a long way to explain why my games look like they were made on basically a zero budget. Because they were. But it's all right. Because I'm Indie. MAN!

It's even in the header of this blog.

I suspect it sounds like I'm attaching too much importance to this, but I'm really not. If you want to do something for a long time, self-respect is important. Feeling like a bottom-feeder gets to you after a while. I'm doing something cool and difficult. I want a term that reflects that.

So, "Indie" guy? Thanks.