Sunday, August 31, 2008
Actually, that whole 'game ends' thing always bothered me. I understand that a STORY must end, but why musta GAME end? If a story is good then it introduces us to characters we want to see again, and places we want to explore. So in my game you can wander around forever if you want, discovering more and more good stuff. That's the whole point.
Saturday, August 30, 2008
Friday, August 29, 2008
I've always seen this game as more like regular software, and not so much like other games. it will have regular updates, and all previous versions are included in the latest version. And it's always been planned as open-ended, to grow and evolve forever. Also, I'm learning as I go and have virtually no budget, so 'slow and careful roll out' makes a lot of sense.
Another issue is Dreamhost. I use Dreamhost because they offer insane bandwidth at low cost. But in the real world 'insane bandwidth and low cost' means high chance of problems. What if the site is down on the week of the launch? Add the real world bugs to be expected (that the aforementioned site describes so well) and I would be crazy to push for a BIG launch. I had planned for a press release and to tell every web site and blog I can find, but I've changed my mind.
So this is what will happen:
- The countdown clock will stay up, because it's useful.
- I will tell everyone who has signed the 'let me know' form, and of course change the web site so anyone can get the game if they want.
- But I will NOT announce the game to anyone else. No press release, no announcement to game sites, no copies sent to blogs, none of that. If people find it on their own, great. Anyone can buy it on December 15th (or download the free demo) but I won't be shouting about it. There are enough people already interested to keep me busy with feedback.
- The BIG launch will be version 2, next June, when the second story is ready, and the game is launched as 'Enter The Story.'
For example, I wanted a dramatic climax for Javert's death - a screaming crescendo of voices. I couldn't find one despite hours of searching. But I did find some very powerful music that lacked a single climax. So I'll be re-writing exactly what Javert says so it fits the music: more thoughtful, less hit-them-over-the-head-with-noise. Which is probably a good thing in the long run. The whole point of this game, of this whole project, is to be more thoughtful than other games. A screaming crescendo is really another form of violence - it's designed to take bypass your conscious interpretation and go straight for the primitive brainstem response. I'll leave that for other games. This game delivers its kicks to the cerebral cortex, not the spinal cord. :)
Thursday, August 28, 2008
Wednesday, August 27, 2008
Tuesday, August 26, 2008
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Oh yeah, this was about Les Miserables, wasn't it. :) I'll have that video online late tonight. And since I've started on the music I may as well finish it. I had scheduled the music for AFTER the game is being tested, but it makes more sense to do it first.
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So the new schedule is:
* Now til 10 September: add the music
* 10 Sep-20 Sep: finish clues
* 20 Sep -10 Oct: test everything myself
* 10th October: send for outside testing, and continue to work on it myself.
Monday, August 25, 2008
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In other news, today I'm making an overview video of the whole Enter The Story project, so everyone can see the whole vision from start to finish.
Sunday, August 24, 2008
Saturday, August 23, 2008
Friday, August 22, 2008
Thursday, August 21, 2008
Wednesday, August 20, 2008
Tuesday, August 19, 2008
Monday, August 18, 2008
In other news, I added a manifesto to the Enter The Story web site, and thought you might like to see it:
I should maybe explain item 9, that I won't worry about polish. What I mean is, I won't waste any more time going over the same dialog again and again, or redrawing some little animation to make it a tiny bit better. I'll make sure the game works, and then I'll move on to the next story and the next.
This is a completely new concept in gaming. Fast, exciting, rough and ready, always new, always expanding. A new story added every six months, serious issues, the world's most important stories and ideas, the nature of reality. I don't have time to stand around and polish the silverware. I intend to break new ground, and so there might be some dirt on my shoes.
Like I said, this is a new concept: to put the fun back into games. For years now people have got so used to polished games that they forget that this polish comes at a price: it takes so long to make a game that the price is high, sequels are slow, and nobody takes risks. But look at YouTube, look at South Park, look at pulp magazines, or look at pioneers in ANY industry: rough and ready, cheap and cheerful, a willingness to take risks, that's where the cutting edge is for ideas.
Sunday, August 17, 2008
Saturday, August 16, 2008
Friday, August 15, 2008
Thursday, August 14, 2008
Wednesday, August 13, 2008
Tuesday, August 12, 2008
Monday, August 11, 2008
The demo size would be about 36 MB, as near as I can calculate. If just 30 people download it, that's a gigabyte of bandwidth. If a thousand people download the demo, that's 30 gigabytes of bandwidth. I'm not expecting huge sales, but Les Miserables is a well known book, so it's quite possible that some medium size blog or website might mention it, so a thousand people might be curious. Heck, this is the Internet, numbers might be far more, though I'm expecting probably a few hundred. Either way, it's a serious problem, budget wise. (You would not believe how tight my budget is, even if I told you)
I had planned to use one of the free game demo sites, but I'm changing my mind. No site is going to provide huge bandwidth for free without problems. (OK, YouTube is a special case.) I figure that any free site is going to hassle users with registration, or ads, or endless clicking, or slow downloads, or all four. I don't want that.
So here's what I'm thinking: The demo will be just the sewer section of the game. It's relatively short, but long enough to contain several small tasks. It's right at the center of the story so it gives a good feel for what the game is about. (Better than starting at the beginning when the story is young.) I'd also upload more than one playthrough to YouTube, so you can see the range of scenes, crowds, animations, characters, etc. Plus I'd add more screenshots, reviews by other people, etc. Anyone who sees the YouTube videos, reads some short reviews and downloads the demo will have a very good idea of what to expect in the full game.
Crucially, the sewer section has straightforward puzzles (combine A then combine B), and is entirely self contained. Nice and compact. The new short demo should come in at just 6 megabytes. Possibly even less. Which means I can host it directly from my own web site without any hassle. It will be available shortly before December 15th, when the full game is released.
Sunday, August 10, 2008
Saturday, August 09, 2008
Completely changing the subject, Steven Grant wrote an excellent column about how to start as a graphic novelist. Anyone who's visited the EnterTheStory web site will know that I originally planned this game as a comic, but changed to the game format for reasons of cost, market, and flexibility. But still the easiest way to understand what I'm trying to do is think of Classics Illustrated, where all the stories take place in the same world, with a sci-fi back story, and it's interactive. Anyway, it's been hard to get feedback on the long term plan because, obviously, nobody esle has seen what it will look like. Even I have not seen what it will look like, as the plan naturally evolves and changes a little as it becomes reality. The test versions I sometimes release do not give a good idea of the ultimate goal, so they can be misleading. Anyway, Steven Grant's excellent column sums up the conclusion I reached over the last month: the most useful attribute for a new novelist is orneriness. The best way to get a completely new concept off the ground is to just do it, and not care what others think.
Tomorrow: a progress update.
Friday, August 08, 2008
I've designed the game so that new stories can be added very quickly (once I get past the learning stage!) Eventually, aftera couple of years, I'd like to release a small story every TWO months. It should be possible, but let's just see how it goes.
Thursday, August 07, 2008
- August 31st: all cutscenes and clues complete
- September: I spend the whole month going through making sure it works, and akign improvements along the way.
- September 30th: send the game for beta testing (it should have everthing except sound and the final polish)
- October: the month is spent making improvements suggested by beta testers. Also add music.
- November: this month is "free" because, let's face it, unexpected delays always turn up!
- December 1st: send out finished release candidate for testing: last chance to find any bugs. Also make the demo version: I calculate that the demo will be a 37 MB download, and the full version about twice that.
- December 15th: full release, start work on Dante
Tomorrow: more details about the special offer. If you received today's newsletter you'll know the one I mean!
Wednesday, August 06, 2008
Tuesday, August 05, 2008
That's the official release date! If the date looks familiar that's because it's exactly one year after the original release date set back in 2006, before the new graphics, new game engine and reacting-to-feedback added four months each to the schedule. This date will not slip. How can I be sure? Because the game is already nearly finished! The basic game will be complete by August 31st 2008
So why not upload it then? Because you don't want a basic game that hasn't been tested. You want a good game that works. That leaves three and a half months for improving, testing and polishing. More details on Thursday!


