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Programming / Re: What makes "major" roguelikes different from the smaller ones ...
« on: March 29, 2010, 07:50:28 AM »
I think by now two perspectives have emerged:
The conclusion would be: You need both. It's not enough to have a good game, you also need some people who spread the word about it, to initiate a hype. If you only have a good game, but not these people, or other means to promote your game actively, ... well, then you have a good game, but only a hand full of players.
An article at IndieGames is a good example for Krice's view of being a good game itself is sufficient, combined with Darren's view that 7DRL participation might help. They write about the 7DRL "Madness".
On the other hand: A new series in the (great) @play column at GameSetWatch is a good example for the second view. In January they started a series about Crawl, which is nothing bad, but they wrote:
Here one can clearly see a goal of the column: Covering games people already know about, because they're considered to be important -- and as a Crawl fan I would surely appreciate this view.
I think part of my LR problem is that I never really got any in-depth feedback on the game. I got helpful comments by some players, but these cover only single aspects of the game. Nobody (perhaps except Krice) ever told me "your game is or is not worth playing, BECAUSE ..." So from single positive player messages ("great game", even "best roguelike I ever played") I get the impression that somebody actually might like what I've done, but it does not help me to improve, or to fix, etc.
This reminds me of a paper by Microsoft-research guy R. Harper. At an HCI conference (I think in 2009) he told about the view of the teams in which he worked ... they develop things, but have no clear view of people who might actually use these things. This is a core problem, and it is also a problem of my PhD thesis -- who is the user, how does your views and the user's views differ from each other?
- Krice said, if its a good game, people will become aware of it
- getter77 and Darren said that belonging to a community of other developers (which gather around 1 hype project) will support people's awareness of the game
The conclusion would be: You need both. It's not enough to have a good game, you also need some people who spread the word about it, to initiate a hype. If you only have a good game, but not these people, or other means to promote your game actively, ... well, then you have a good game, but only a hand full of players.
An article at IndieGames is a good example for Krice's view of being a good game itself is sufficient, combined with Darren's view that 7DRL participation might help. They write about the 7DRL "Madness".
On the other hand: A new series in the (great) @play column at GameSetWatch is a good example for the second view. In January they started a series about Crawl, which is nothing bad, but they wrote:
Quote
This is the beginning of a sequence of articles on the popular roguelike game Dungeon Crawl. We've covered it once before, but considering the game's importance and continued development we have not discussed it nearly as much as it deserves. Hopefully this and the next few articles will go some way towards remedying this tragic situation!
Here one can clearly see a goal of the column: Covering games people already know about, because they're considered to be important -- and as a Crawl fan I would surely appreciate this view.
I think part of my LR problem is that I never really got any in-depth feedback on the game. I got helpful comments by some players, but these cover only single aspects of the game. Nobody (perhaps except Krice) ever told me "your game is or is not worth playing, BECAUSE ..." So from single positive player messages ("great game", even "best roguelike I ever played") I get the impression that somebody actually might like what I've done, but it does not help me to improve, or to fix, etc.
This reminds me of a paper by Microsoft-research guy R. Harper. At an HCI conference (I think in 2009) he told about the view of the teams in which he worked ... they develop things, but have no clear view of people who might actually use these things. This is a core problem, and it is also a problem of my PhD thesis -- who is the user, how does your views and the user's views differ from each other?