![]() Will definitely not register the demo." "Hope that it'll flop commercially" "Started the game right now and I'm lacking words to describe my disappointment." "Jeff Vogel went full retard" "I wonder if Spiderweb is going to survive it."Īs I said, the game is doing great. Another good reason to be very careful about whose feedback you accept. They're just pretending the game is bad to justify their pirating it (and playing the whole thing three times). I honestly think that most of these complaints are not sincere. In other words, he's saying to go pirate it. Give him some credit, go to TPB and help yourself."īy TPB, the poster means The Pirate Bay. "Yep, Jeff fucked this one up a bit - although not as bad as some people put it. If this doesn't give you a challenge, play on a harder difficulty level. I make the default difficulty easy enough that 90% of players can get through it. When someone says that the default difficulty should be harder, what I hear is, "You should make a pile of money in your backyard and set it on fire." The "casual" difficulty mode for people who are "new to fantasy RPGs"?"Ī lot of complaints that the early game, especially on Normal difficulty, is too easy. "It seems like he put in a lot of effort to attract the casual crowd. I'm sure those two minutes of gameplay were crushingly disappointing! "Got bored with the demo as soon as I was sent to the beginner dungeon to fight rats and spiders. To borrow a phrase from my favorite SF story ever, the dogs bark, but the caravan moves on. When people nitpick, you can't take it to heart. For a lot of stuff, you have to make the call and move on. There isn't time to second guess everything. When you make a game with a small team, you have millions of decisions to make and little time in which to make them. There is an important lesson here for indie developers. Dunno why it bothers me the way it does but it does. A single large continent shaped like a rough circle does not an interesting map make. If they had anything valuable to say, they would use words, like people, instead of jpgs. Oh, and there are some people who will respond to things about your work by posting an angry smily or some other image meme. Ignore them and do what is best for what you're trying to do. There are people who will, for religious issues, say they will never ever buy your game if you make one of these choices or the other. You just pick what works best for the design. Will people recover from their wounds over time or do they have to go back to town? Will the party jump between towns/dungeons or will the whole outdoors be explorable? Will items be automatically identified? Do you have to keep track of ammo for your bows? Each answer to these questions has its good as bad points. When you're designing an RPG, there are lots of toggles you have to flip. "Anyway, party members not dying but being just unconscious and resurrected after combat ends. My demos used to be longer than some other full games, but, to be brutally honest, that's just bad business. That is life.īy the way, while my demos are smaller than they used to be, they are still some of the longest demos out there. Two - Set up a really big, flashy set piece to start the game, and have the player wander through it doing nothing. ![]() One - Put the player in a training wheels dungeon and teach him or her enough to play the real game. ![]() "I love Vogel's games but damn the demo is so boring." "The demo area is small and extremely crappy"ĭemos are always boring. Here are some comments from the thread, and my responses to them. ![]() So, if you are interested in what it's like to write a game and get feedback from the vast madness of the internet, take a look at these threads (mildly NSFW). Just don't ever let those people get into your head. But, if you want to keep your self-esteem under control and read bad things about a game you wrote, go there. It's full of anger and enough raw bigotry that I would never advertise there. It is inhabited by people who like role-playing games, but love hating them. I am going to go to a forum full of people who hate my games, my writing, and the mere fact that I still draw oxygen on this planet. It is doing way better than I thought it would, and it's doing me a world of good to know that a game I put so much heart into doesn't appear to suck.īecause my morale is so high, I am going to do something I almost never do. I am really heartened to the reaction to the game. So far, it is functional and selling very well. We finally released Avadon: The Black Fortress for Windows.
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