Category Archives: general

posts about general topics, even not related to computer games

New CRPG vs old CRPG

I can’t believe what I’m about to write but… I recently bought Temple Of Elemental Evil from GoG, and… I didn’t like it anymore! Yes, the game that back in 2003 was considered by my brother and I (at those times we used to play CRPG together, sharing thoughts and impressions) as “the ultimate RPG”, right now, 7 years later… sucks.

Why? I think is because I aged up, am working full-time, and in general I’m used to a more “casual” gameplay (even if the right term would be “less hardcore”, not really casual). Just as example, I liked Torchlight MUCH more… and that’s an action RPG.

What does this means? I asked myself. Probably several things:

  • as I said, I’m no longer a teenager or young adult (I’m only 36 but well, I can clearly see that my interests,tastes are different from when I was 28-29 years old). Before, I had lot of free time, so reading a 100 pages manual for me was FUN, not a pain 😀 And a game like ToEE was fine, even if had lots of texts to read, even if had a complex inventory and spell management, and so on. Right now, that scares me off!
  • the gameplay of CRPGs evolved a lot. Now, you’re used to see several improvement/behaviour that if are missing really annoys you. Like moving the mouse over an item, and instantly see the difference with the one currently equipped in the appropriate slot (this was a feature requested from a user to my upcoming RPG Planet Stronghold and indeed, is very useful but also EXPECTED from nowadays players). So, there’s a long list of things, more or less important, that now players assume will be present by default in a game. And if they don’t find it, they feel frustrated/annoyed!
  • Party based vs single character and real-time vs turn based. Most old CRPG were party and turn based. Most of new CRPG are real-time and single player based (you can still have a party, but the NPC AI usually is good enough to fight in your place). When I was playing Mass Effect 2 in particular, I almost never cared of what my other companion were doing. I was just fighting on my own, assuming they would do their part 😀

Of course, not everyone will share the same thoughts as me. But I was a bit surprised to discover how much my gaming tastes have changed in just 7 years! And I can somehow understand why all the new titles are more action oriented, or have excellent GUI system that let you do most of the actions with very few clicks.

However, I think you can still have a good gameplay, rule system, and variety even using the good old turn-based or an hybrid approach like real-time with possibility of pause. A good example is Dragon Age, The Witcher and Drakensang. The last two in particular IMHO represent a very good example of “old-school approach” into a “new fashion” of CRPG. They have still many statistics, items, but the interface is not as clumsy as ToEE. They have lots of tactical challenges but still, you aren’t forced by a turn-based system.

Don’t get me wrong, ToEE is still a great title and I wish Troika Games would still be here today, I’m sure they would make a RPG that would kick Bioware’s ass 🙂 For my upcoming titles though, I think will try a more real-time approach, both for RPGs and also strategy/management games like the Heileen spin-off that I should start prototyping very soon.

Friday catblogging too

One of the first shareware games author, Thomas Warfield, had the habit to post pics of his cats every friday on his blog. I think is cool, so I’ll declare Friday the cats day for me as well! I’ll also post a status of all my active projects at same time so even non-cats lover can find something useful 🙂

In the picture above, taken in my old home, you see from left to right: Fiore (which sadly left us before we could move), Grillo and Batman (yes, the black cat name is Batman for real!).

Status Update

Planet Stronghold – currently writing the various romance subplots, and I also finished coding all the locations of the various races. Depending on which side you pick inside the game, you’ll have either to submit all the races, or reunite all of them under one alliance.

Remember Me – not much done code-wise, but arranged a deal to have a real song inside the game, which should feature the great actress/singer Cristina Vee. Also, lots of new chibi are being produced for the game, which will substitute text buttons for the choices you’ll be able to do in the game. You can easily describe this game with just one word: CUTE 😀

Love & Order – Christine Love is working on this one, and rumours says it should be ready before Christmas! I haven’t seen much of it myself, but what I saw is really good. The gameplay style will bring fresh air into the classic Dating Sims system.

Flower Shop: Winter In Fairbrook – is coming along nicely, even if we had some troubles with the BG artist (but we already found a new one). It could be ready around Christmas too but I don’t want to hurry things, so is more likely to be finished like the first episode around end of January 😉

Topsecret game about Heileen – I haven’t decided yet if to go on with this one. As I said, it wouldn’t be a VN though. Hint: Let’s just said that recently I replayed a lot some old Sid Meier’s games…

Topsecret 3d game – This could be a remake of an old game I did. It would be a full 3d game made in Unity3d (not by me of course, I can’t code 3d stuff!). If this becomes reality, probably will be my first game to end on Steam.

Which kind of games sell more?

That’s a question that many game developer ask or just wonder about. I just realized that through the course of years I made games of very different genres, so I checked some stats and came up with the following “ranking” which I hope will be useful to someone:

  1. RPG (roleplaying) games (included my games Magic Stones, Spirited Heart and hopefully will include also my upcoming Planet Stronghold)
  2. Dating Sims – (included my games Summer Session and Flower Shop)
  3. Sports Simulations – (included my games The Goalkeeper, Universal Soccer Manager 2 and Universal Boxing Manager)
  4. Visual Novels – (included my games Heileen 1 & 2 , College Romance and Bionic Heart)
  5. Strategy/Simulations – (included my games TV Station Manager and Supernova 2: Spacewar)

those represents total sales though, and are somewhat misleading because there are other factors to consider. First, in the visual novel category there are 4 games but the sales difference vs the strategy/simulation isn’t so big, so each individual game on average sold less than the strategy/simulation ones. Second, I should also consider ROI for each game. How much time I spent vs the revenue obtained for each game? I never calculated it exactly but I can fairly accurately say that the first titles (sports simulation) were the best ROI for me (took me 3-4 months each). But it could be so only because they’re also the oldest titles 🙂

Anyway, that’s more a fun statistic than anything to be taken too much seriously, but even talking with other programmers, it seems clearly that RPGs are the best selling genre for indie games. Probably because there aren’t many around (if you exclude RPGMaker ones, otherwise there are a LOT! :D)

Dating sims share also many elements with RPG (statistics, dialogues, relationships, etc), while sports simulations are very hard to make, but can provide good revenues if they’re original enough. Visual novels can be profitable if made quickly and without spending too much on assets, and strategy/simulation last place is really to be taken with a grain of salt: after speaking with many devs who shared revenues with me privately, if you do a good 3d strategy game this genre can easily beat all others, on par with RPGs.

There might be an Heileen 3

pirates!Yep…discussed with the artist Rebecca who is totally busy doing webcomics until this December, but there might be a 3rd chapter of the Heileen series. But really different from the previous games! I don’t want to anticipate too much but while it will have a strong visual novel element, it will also mix with other kinds of different gameplay.

I’ll try to be vague but I have to spoil something so if you haven’t yet played the game, maybe don’t read below 😀

The premise would be that at the end of the 2nd episode, you would end up in the pirate ship with M. Then you would wander around a mysterious caribbean archipelago to find out the missing companions from the first episode. So it would be a sort of “find all the remaining characters”. But it’s not just that: the game would have a bit of RPG (I might even include a VERY SIMPLIFIED version of Planet Stronghold combat) and some adventure parts (use object X on target Y).

For now is all just pure fantasy since I have nothing written down yet, but if this happens it might be:

  • fully voiced – this mainly because the game would have MUCH LESS text, so in this case it might be possible to voice it all. But don’t worry the story would still be intriguing and full of plot twists like the previous ones!
  • multiple endings – well, this is almost a classic. However, the multiple ending part would mostly be in the final part after you have regrouped with everyone
  • simulation – you would need to travel with a ship, you could play the evil pirate or good trader as you want
  • RPG – as I said I might include even some very short combat. After all since I coded all that combat system I need to reuse it in more than one game! 🙂
  • adventure – in some location you would have to use items and solve some simple puzzles
  • strategy – I was thinking it could be cool some sort of meta-game like Risk. Nothing that would affect the game/story TOO much, but a bit yes (you could either try to win it or ignore completely)

so yes a rather unique combination as you can see. I like a lot the idea/setting and the kind of resulting gameplay could be quit interesting. If this goes on the game might be done probably by next summer, depending how other projects evolve in the mean time!

How to be an indie and retain your sanity

This is somewhat of a funny post, but there’s truth in it, I assure you 🙂
What I’m talking about? I’m talking about how not to lose motivation or get “burned”. Getting burned is really more common than what you might think. If you consider that most indie spend months (if not years!) on the same game, is easy to understand that you can be burned.
By burned I mean that you can’t really stand anymore in front of your monitor coding your awesome game XYZ. Usually the indie game development is divided into 3 phases:

  1. game concept / design – this is the most funny part for sure. You start writing down all the possible amazing/awesome features that your game is going to have. Is easy to get things out of hand during this stage. Already at next stage you can be sure that you’ll read some of those features and think “I was nuts? How I could really think to have a full 3d walkable world??”
  2. implementation – this starts great, but as the time goes on, in 99% of cases become like any other “real job”. Bugs shows up, testers complains, you realize that what you thought would be a  great gameplay system actually sucks. Then, what you do? You necessarily have to rethink some parts completely, so you rewrite them and then start testing again, and so on. In this stage you also realize how “this quick 2 months project” will turn into a “long 9 months project” easily.
  3. polishing/release – polishing is really an IMPORTANT stage but so many people (including myself) don’t take it into much consideration. How some small little insignificant features are going to change the game sales so much? is not possible! No, you’re wrong, it is very possible 🙂 Then there’s release day and unless your game sells within a few hours you’ll start having some serious crisis.

Some people get so pissed during stage 2 or 3, that they put project on hiatus, or even abandon it completely. It might seem strange but this happened to me too in the past, with two games. One was a fantasy RPG which I was coding (I realized that was insane to do all the coding myself!) and another was a mission based shoot’em up (I realized that it was such a poor selling genre that I would have wasted my time).

There are some solutions though that can help indies to finish their project and avoid burning. Some are rather obvious, others less:

  1. take breaks from PC. Seriously, go out, take a walk, take a break of a few days, go on holiday, anything – if you’re burned, and if you’re late but insist on working you’re most likely to be burned even more and lose days doing nothing but getting stressed. Even only a small break can let you regain motivation and reduce stress.
  2. have a small side-project. This has really worked well for me. For example now I’m doing Planet Stronghold but at same time several other “minor” games. This helps me because if one day I’m too tired to code complex RPG mechanics, I can always “relax” by going on with some much simpler gameplay elements.
  3. do other tasks. When making a game there are LOT of other task beside programming it. Things that are usually easy and don’t take much time/resources. You have done the website of the game? did you setup the product in your vendor control panel? did you wrote the PR (press release)? have you blogged about it? did you contact some journalists to ask for interview/previews of the game? the list is long…
  4. outsource/find a partner. This is really useful if you’re like me, and even if you can code yourself you’re too tired to do it now. Beside, if you outsource to the right person, you’ll get a better overall result. In the beginning I was doing *everything* myself: coding, art (using poser), gamedesign… But now I have started outsourcing art already since 2 years, and next year I’m probably going to outsource coding as well, because what I do better is gamedesign. If you’re a coder, is stupid to save a few thousands and try to do yourself the art. And viceversa if you’re an artist, is stupid to waste lot of time trying to understand how to code (even with some easy tools) when you can outsource or partner with someone else.
  5. better have a smaller game finished than a big game never finished. Some indies attempt making something too big. Cut features out , as long as the main gameplay stays intact. If the smaller game works out, you can always make a sequel with all the features you cut out and the game will sell more. Some examples of this are Positech Kudos 1-2 and Democracy 1-2. Each sequel adds much more to the original game and I’m sure they sold more. So, build a smaller game to “test the waters” and if works, work on something bigger.