Post by morsealworth on Oct 24, 2015 17:12:30 GMT
As Drake didn't concern himself with PMing me e-mail address, I'll just ditch the privacy and share the contents of the letter.
YOu can easily see that he's lying at least twice.
I have replied in line
My advice is shifting focus to the core audience - the PC players. ANy profit that you may bring out from F2P market is unconfirmed and thus non-existent (yet). Futhermore, the situation around PC players will affect mobile market as well. Thus, if you focus on the part of community that already paid you - and possibly could recommend/show the game to friends when it became good and not dangerous to player's own health, it would bring you much more income in boh money and reputation (which deteriorates rapidly).
So the main focus is not concentrating on marketing, but on the game world. Not even UI - the game world itself.
We are not shifting away from PC just releasing on Mobile ad well, there will be an update on PC next week
Here's also one thing I noticed about God game genre - it always were quite hardcore as it required indirect, subtle manipulation of things that aren't always shown - the "trademark" of Artifical Life simulations, by the way, - Yet this subtlety and hiddenness (not hiding from people in interaction, but shroud on the game mechanic represented in outer parameters) always held surprises in itself which always charmed casual players as well. So the true way of "easy to learn, difficult ot master is not cutting the abilities from plyer from the start, but creating a way to learn them step by step. You, personally, created great tutorials in Black & White. Would much change if you made some miracles available from the start, but teaching gestures was later? Casual players would think "So it was like that! I didn't think of that!" while hardcore players who discovered it by themselve would think "I knew it!" as it would give them a thing they could be proud of - the fact htey were right in the way of gameplay. So evolving shouldn't be the evolution of the cage you're trapped in - it should be the evolution of player himself.
I agree the player has to evolve his powers and we are working on this, remember what you play now is not a game its early access this means things are not what they should be. I still have a passion to give player something they haven’t had before, I can balance the game to be hardcore today but is that the right thing to do?
And yes, The most disliked thing in the interaction was the fact that things you said (maybe due to difference in perspective, but from ours it looks like for sake of manipulation) teh things that made us back the game and things you did after this were entire different thigs. We even expressed our concerns during the cmpaign, you reassured us... And made things that we expressly told you we don't want to take part in.
What things, we always said we would do a mobile version, we never said how it would be charged
And yes, the best way to avoid PaytoWin is the way of Godville - a lottery that does affect the game only in some insignificant ways and may have no effect at all. Th crucial part is that it isn't requird, and this lottery of "prana" is abailable through lots of other ways. So they aren't selling a scarce crusil resource, but already abundant lottery tickets you can gain for free in much bigger quantities.
The only way that's even better is the decorative. With free lottery that gives random decorations (a classic move). It would be funnier if the lottery wasn't fixed on time cooldown, but on personal achievements.
We will not do Pay to win
My advice is shifting focus to the core audience - the PC players. ANy profit that you may bring out from F2P market is unconfirmed and thus non-existent (yet). Futhermore, the situation around PC players will affect mobile market as well. Thus, if you focus on the part of community that already paid you - and possibly could recommend/show the game to friends when it became good and not dangerous to player's own health, it would bring you much more income in boh money and reputation (which deteriorates rapidly).
So the main focus is not concentrating on marketing, but on the game world. Not even UI - the game world itself.
We are not shifting away from PC just releasing on Mobile ad well, there will be an update on PC next week
Here's also one thing I noticed about God game genre - it always were quite hardcore as it required indirect, subtle manipulation of things that aren't always shown - the "trademark" of Artifical Life simulations, by the way, - Yet this subtlety and hiddenness (not hiding from people in interaction, but shroud on the game mechanic represented in outer parameters) always held surprises in itself which always charmed casual players as well. So the true way of "easy to learn, difficult ot master is not cutting the abilities from plyer from the start, but creating a way to learn them step by step. You, personally, created great tutorials in Black & White. Would much change if you made some miracles available from the start, but teaching gestures was later? Casual players would think "So it was like that! I didn't think of that!" while hardcore players who discovered it by themselve would think "I knew it!" as it would give them a thing they could be proud of - the fact htey were right in the way of gameplay. So evolving shouldn't be the evolution of the cage you're trapped in - it should be the evolution of player himself.
I agree the player has to evolve his powers and we are working on this, remember what you play now is not a game its early access this means things are not what they should be. I still have a passion to give player something they haven’t had before, I can balance the game to be hardcore today but is that the right thing to do?
And yes, The most disliked thing in the interaction was the fact that things you said (maybe due to difference in perspective, but from ours it looks like for sake of manipulation) teh things that made us back the game and things you did after this were entire different thigs. We even expressed our concerns during the cmpaign, you reassured us... And made things that we expressly told you we don't want to take part in.
What things, we always said we would do a mobile version, we never said how it would be charged
And yes, the best way to avoid PaytoWin is the way of Godville - a lottery that does affect the game only in some insignificant ways and may have no effect at all. Th crucial part is that it isn't requird, and this lottery of "prana" is abailable through lots of other ways. So they aren't selling a scarce crusil resource, but already abundant lottery tickets you can gain for free in much bigger quantities.
The only way that's even better is the decorative. With free lottery that gives random decorations (a classic move). It would be funnier if the lottery wasn't fixed on time cooldown, but on personal achievements.
We will not do Pay to win