Thanks guys, I really enjoyed reading your experiences! I'm sure I'm not the only one here who is impressed by your exploits in this arena.
J, it would be great to get a conversation going sometime on the role of violence in RPGs and videogames in general. I think conflict has its proper place (indeed, I'd rather see it take place as a vestigial virtual legacy than in the real world), but I'm nevertheless alarmed by some games that have entered the market recently. In a world where some form of violence seems to be the most accepted gameplay mechanic, it'd be great to see other possibilities arise, and for those possibilities to be marketable and enjoyable alternatives. I have to admit that I enjoy games featuring some sort of conflict far more than puzzle games, so the marketability aspect seems like a huge challenge, though it's possible my tastes aren't representative of mainstream consumers.
On the subject of recapturing ye good olde days of game design, I've taken extreme interest in the case of
Studio Archcraft. Back in, I think it was June, they released
Black Sigil: Blade of the Exiled, in which they hoped to invoke a sense of nostalgia from gamers of our generation. The media completely panned it for the most part as copying too much from Chrono Trigger stylistically while failing to preserve some of the gameplay elements that made Trigger such a great experience. It looks like Archcraft isn't giving up, but it's too bad to see this reaction because it might make other developers think twice about the general idea of going back to the basics.
Black Sigil does have some problems gameplay-wise (namely a ridiculously insane random encounter rate), and the story hadn't been to my personal liking as far as I'd played it, but I think it's still a solid effort and that Archcraft fell victim to factors separate from game design. Namely:
*Inadequate beta testing. A few legitimate bugs did make it into the final game, most notably a missing tech for one of the characters and a non-functioning bestiary feature from what I understand. Also, the script still feels just a little rough in some places, but maybe I'm just being picky. It's possible Archcraft had to rush to meet deadlines, but I keep thinking back to what a tight ship Agent 12 ran during post-production of CE despite the CE team's own self-imposed schedule. It was
really impressive, and leads me to believe there were probably avoidable flaws in whatever system Archcraft had adopted for this phase of production.
*Piracy and backfiring DRM. The game seizes up at inopportune moments when it's downloaded and played on an emulator according to numerous reports; but on the other hand the same media that panned the game on numerous other fronts reported no such problems. What I think happened is that the freezing up is a form of digital rights management, similar to how CT:DS wouldn't progress beyond the Millennial Fair gate. But the nature of the DRM made the game appear shoddily built and rumors of hangups might have steered consumers away from purchasing legitimate copies of the game. I.e., people confused the DRM for what happens in legit copies of the game. Only my theory, since I haven't seen any official statements on the game crashing problems many were reporting.
*Late release due to publisher cash flow problems. Graffiti Entertainment, the publisher in charge of bringing Archcraft's product to market, literally did not possess the necessary cash to get the game manufactured and distributor orders filled when it was finished in December 2008. It probably didn't make much of a difference since a January/February 2009 release and a June 2009 release would have happened under similar economic conditions, but the delays did lead consumers to believe extra beta testing could have been completed in the meantime. In reality that wouldn't have been possible from what I understand, since the game had been conveyed to the publisher and the producer's job was complete at that point -- but it made the bugs present in the final version that much more unforgivable for many consumers, or at least that's my impression.
*Weak rewards from viral advertising. Actually, I wouldn't have known about the game at all had it not been for Youtube, but viral advertising for
Black Sigil began years before the game's release. It was probably forgotten by many of its potential consumers judging from what I've seen of the view counts for the online release ads. Both Archcraft and Graffiti being relatively new firms, neither had the kind of penetration into the consumer base that might be necessary for successful viral advertising. I think the twenty-million-hit Youtube videos you hear about in mainstream news, where people flock to see a cute baby or pet, promote a false impression of the average success of a viral campaign. But that's only my theory for now; I'm really interested in further studying the economic results of viral adverts.
I think Archcraft could have done more to communicate with fan communities built around SNES-era games, but the producer/publisher relationship may have hamstrung them in that regard in some way.
The point of all the above being, these could be considered barriers to market entry for brand new developers. Piracy seems the most damning problem to me, but I still need to research whether digital piracy is better or worse for the producer in the long run. Piracy is the ultimate try-before-you-buy, but it depends on how often people do that all important "buy" part, and whether product quality actually influences the purchase rate. But it's been a fascinating study for those who've been keeping an eye on Archcraft, and their
blog has been pretty insightful too.