I would like to make a tribute to all fan games out there, especially those that were inspired by the King's Quest and Quest for Glory series. It has been a long road for fan games, independent of the levels of success achieved. And for the first fan game project (at least, the first that I ever heard of), Hero6 has had the longest road of all, as it never officially died until his past fall. On October 30, 2011, the final active Hero6 member decided to make a final farewell speech, which would probably count as an official goodbye as well as anything.
The project started in 1999, and I found out about it very early on from the Sierra message boards. I got involved for a brief time. The project grew quickly. There were lots of people wanting to be on the plot team, and plenty of people on the dialog, art, and programming teams. I was interested in programming, so I spent time talking with the other programming people involved in the project. The project (myself included at the earliest stages) toyed around with many ideas and game engines (both formal engines and ideas for custom engines). At this point, I don't really know or remember how many different variants were considered. Ultimately, the group settled on the AGS system, which was probably a good choice considering the organizational difficulties that the project had.
The group did release an early demo that looked really good. I also remember thinking that the members of the project were well connected to many other projects. I thought that this was a good sign of creative potential. I wondered how much influence the successes and failures of Hero6 affected other fan game attempts, and vice versa. I remember Ancient Frog Games, Struggle for Life and Honor, Tierra (now AGD), Project Katrina (no, not the hurricane), Infamous Adventures, Solar Crescent Studios (now Crystal Shard), Silver Sphinx Studios :), etc. In fact, I have only just realized that the Heroine's Quest project has been picked up by Crystal Shard, which used to be Solar Crescent Studios!
Remakes of past games came quickly, but original games did not come so easily. (In fact, the only new titles that I can think of that came from these groups were Al Emmo and the Lost Dutchman's Mine (2006) and A Tale of Two Kingdoms (2007). That is quite a long time after Hero6 started in 1999.) There were many titles that were proposed but never completed, and many were abandoned. Hero6 definitely fell into both categories. The Hero6 project had its ups and downs, and then it really had its ups and downs. For years I waited around for news from Hero6 and other fan game projects. However, I stopped checking once I had a family and less time to play computer games. It was only by chance that I heard the news about Hero6 so soon after that final announcement. (On a somewhat related note, I am happy to see that Infamous Adventures is still working on their Project X, but I also remember them having a Quest for Infamy game project that I no longer see on their website. I also found Crystal Shard's Quest for Yrolg to be quite fun.)
In any case, I salute the fan game movement! I doubt that the indie game world of today cares too much for that short-lived fad, but I do wonder how much the two have played off each other. In fact, I am curious when the term "indie game" became widely used (and what about freeware and shareware?!). I'm sure that those Spiderweb Software games from the 1990s were never called indie games! I also know that indie adventure games will continue the thread of the fan games of the 2000s, and we are all the richer for it.
Monday, February 27, 2012
Friday, February 17, 2012
Another Way to "Sell" Indie Games?
I have been a fan of Spiderware Software games since I was young, but I never knew it! I remember playing Blades of Exile at a friend's house, and I really liked it. I did not own it myself, and I never managed to find a way to get it. Later, in college, I became connected to fan games, and I was always looking for free games made by adventure game fans. I stumbled upon the Spiderware Software website while I was surfing the net trying to find more fan-made games. I found Blades of Exile under "older games." It was a major lightbulb moment. I still get goosebumps seeing the screenshots, reminding me of the good old days.
Since then, I have been learning more and more about indie game developers. Two in particular have become my favorite bloggers (in any category). One is Jeff Vogel of Spiderware Software (a.k.a. the Bottom Feeded). The other is Jay Barnson of Frayed Knights fame (a.k.a the Rampant Coyote). Their blogs are great, in part because they frequently talk about indie game development in a way that helps me learn more on the subject. I also like their taste when it comes to games in general, especially since they talk about retro computer games and stories about retro games.
I see myself as an indie game maker, too. It's just that I have never really released or sold any game that I developed. I have made Tetris clones and other games with about 5 minutes of gameplay each. However, I am on the move to change that.
Right now I have a secret project going: a small to medium-sized adventure game that I hope to release in the next year (we will see how long it really takes!). My original plan was to release the game for free. I did not expect it to be a high-quality game in terms of graphics, and I was sure it would be rough in other ways. Therefore, I was opposed to asking someone to pay in order to play it. (Also, I would be happy enough to just have a game released. The "fame" that I would gain in the indie adventure/RPG game-maker and game-player crowd would be enough food to keep my ego satisfied for years to come! For that purpose, I don't have to sell it.)
However, I recently read some articles about indie game making by my two favorite bloggers (from now on I will call them the Big2), and I began to wonder if I should think about charging for my game. I changed my mind, and started considering a price. I thought to myself, "Self, perhaps I should sell my game for a few dollars, just to see how much interest I can generate. I know that there are at least a few thousand gamers in the adventure/RPG gaming community willing to pay for indie games." I found out that titles made by the Big2 usually go for $20-25. I settled on the idea that it would reasonable for someone to drop a couple bucks for my debut game (after all, $2 is not what it used to be!). And later, for one of my better games, I could charge in the $10-20 range and probably be successful. But in the back of my mind, I still felt that there must be an even better solution.
Then came my newest idea for "selling" my games. I would release it for free, have a webpage with ads, and ask for donations. If the game was free, I was hoping that I would at least get most of the traffic for those who would download and play my game. Overall, a free game would reduce the incentive for others to distribute it for free using torrents or other means. I would also appeal to each downloader to donate at least $1 for my time and effort to make this game, and to encourage me to make more.
Then came the latest indie game headline. (Of course, I heard about it from the Big2.) Double Fine raisies millions for an adventure game using KickStarter! When I heard about this from the Rampant Coyote, I was intrigued. Then I found this article by the Bottom Feeder while searching around the net in response to this discovery. Soon after I came up with the best idea yet. Why not use KickStarter to "pre-sell" my game, but not as a per-copy type of thing. Simply, ask for N total dollars for the creation of the game, which would then be released for free once the game was complete. I could start a new fundraising campaign between each release, and I could think of the money raised as some combination of the sales for the last game and the funds needed to make the next one.
Now I have a more definite plan! I will make this adventure game, release it for free, then plan another game and start a KickStarter campaign. Another great feature of this plan, is that the strategy will also remove any distinction between people getting the game legitimately vs. people stealing the game. Everyone gets the game for free, and those who like my games can "vote" for me making another one with a small donation. My financial support will come from people's generous donations, and I can give the game away to the world for free! What do you think? Could it work? (And no, I am sure that I am not the first person to think of this, but perhaps I can be one of the first to see if this model works.)
Since then, I have been learning more and more about indie game developers. Two in particular have become my favorite bloggers (in any category). One is Jeff Vogel of Spiderware Software (a.k.a. the Bottom Feeded). The other is Jay Barnson of Frayed Knights fame (a.k.a the Rampant Coyote). Their blogs are great, in part because they frequently talk about indie game development in a way that helps me learn more on the subject. I also like their taste when it comes to games in general, especially since they talk about retro computer games and stories about retro games.
I see myself as an indie game maker, too. It's just that I have never really released or sold any game that I developed. I have made Tetris clones and other games with about 5 minutes of gameplay each. However, I am on the move to change that.
Right now I have a secret project going: a small to medium-sized adventure game that I hope to release in the next year (we will see how long it really takes!). My original plan was to release the game for free. I did not expect it to be a high-quality game in terms of graphics, and I was sure it would be rough in other ways. Therefore, I was opposed to asking someone to pay in order to play it. (Also, I would be happy enough to just have a game released. The "fame" that I would gain in the indie adventure/RPG game-maker and game-player crowd would be enough food to keep my ego satisfied for years to come! For that purpose, I don't have to sell it.)
However, I recently read some articles about indie game making by my two favorite bloggers (from now on I will call them the Big2), and I began to wonder if I should think about charging for my game. I changed my mind, and started considering a price. I thought to myself, "Self, perhaps I should sell my game for a few dollars, just to see how much interest I can generate. I know that there are at least a few thousand gamers in the adventure/RPG gaming community willing to pay for indie games." I found out that titles made by the Big2 usually go for $20-25. I settled on the idea that it would reasonable for someone to drop a couple bucks for my debut game (after all, $2 is not what it used to be!). And later, for one of my better games, I could charge in the $10-20 range and probably be successful. But in the back of my mind, I still felt that there must be an even better solution.
Then came my newest idea for "selling" my games. I would release it for free, have a webpage with ads, and ask for donations. If the game was free, I was hoping that I would at least get most of the traffic for those who would download and play my game. Overall, a free game would reduce the incentive for others to distribute it for free using torrents or other means. I would also appeal to each downloader to donate at least $1 for my time and effort to make this game, and to encourage me to make more.
Then came the latest indie game headline. (Of course, I heard about it from the Big2.) Double Fine raisies millions for an adventure game using KickStarter! When I heard about this from the Rampant Coyote, I was intrigued. Then I found this article by the Bottom Feeder while searching around the net in response to this discovery. Soon after I came up with the best idea yet. Why not use KickStarter to "pre-sell" my game, but not as a per-copy type of thing. Simply, ask for N total dollars for the creation of the game, which would then be released for free once the game was complete. I could start a new fundraising campaign between each release, and I could think of the money raised as some combination of the sales for the last game and the funds needed to make the next one.
Now I have a more definite plan! I will make this adventure game, release it for free, then plan another game and start a KickStarter campaign. Another great feature of this plan, is that the strategy will also remove any distinction between people getting the game legitimately vs. people stealing the game. Everyone gets the game for free, and those who like my games can "vote" for me making another one with a small donation. My financial support will come from people's generous donations, and I can give the game away to the world for free! What do you think? Could it work? (And no, I am sure that I am not the first person to think of this, but perhaps I can be one of the first to see if this model works.)
Sunday, February 12, 2012
Hello, [Indie Game] World!
The tileset for my Run Away game. |
So, here I am now. I am ready to actually finish a game for once. I will make myself do it. I even have a blog to prove it! (If only a blog guaranteed success like that...) Of course, I do have a real job (boo!), but someday I WILL make a game that brings in the cash! Then I can quit my job... OK, so I will probably never make enough creating computer games to get to that point, but it is still a good goal. I will finish a significant computer game project. As life goals go, that shouldn't be too hard, right? I have children.
My project idea this time is to make a computer adventure game. It will have everything I first loved about computer games: a fantasy setting, a nobody as the main character, lots of beautiful (8-bit) scenery, an epic story, an evil villain, a gushingly happy ending, and talking animals! To keep me from dreaming too big, I will create an adventure that is smaller than the average title (think King's Quest) but larger than an April's Fools adventure game. If nothing else, it will be a lot of fun.
The only thing I am worried about are the graphics (and music, if I decide to go that far). However, if I can get the game working with placeholder graphics, my artistic side should have room to blossom. And after completing one game, who knows what else I can do?!
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