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I would love to see a Primordia 2 too, but as Mark mentioned already the story of Horatio is basically done. A new Primordia with him and Crispin wouldn't feel right. But after reading "Fallen" i really could imagine a sequel. What about playing a robot that was sent down to earth by the humans from the orbit to find "Thanatos". So your final goal would be to find Horatio and see what has happened to him, maybe with some nice story twists but your character knows obviously nothing about his background story. You could explore the whole world again from a different point of view and the player would know things that his character doesn't. A common feature in games and movies that i like.
Also you could consider a Kickstarter campaign, easy way to see if there are enough potential customers out there.
The atmosphere, setting and characters was what sold it to me in the end. And I think sarcastic, slightly homicidal robots remind me of Banks. (Crispin = Cute Skaffin Amtiskaw...) I really felt incredibly attached to Crispin and Horatio, and it saddens me greatly to not see them return... But I respect that you feel like you have told his story, and I guess it's better to want more than to have your dreams fulfilled and be disappointed... ;) I do think that there could be more told, it would be great to see Horatio exploring more of his capabilities... and I really loved the banter between Horatio and Crispin, no matter what others say, I find 95% of other voiced adventure game characters insufferable. I thought the voice acting in this was excellent. Absolutely loved the graphic style and setting.
The biggest issue for me was length - I was REALLY getting into the story, and it almost felt as if the story had just reached the midpoint of the book and the final cutscenes roll and it ties up the ending (which I did love), but I disagree about the puzzles, I really liked the puzzles in this, especially the main gate one where you finally have to put the pieces together... I found the puzzles to be challenging enough and LOGICAL, which is something which I found to be an issue in some of those golden age games, as well as being very suited to the setting.
It isn't perfect by any means, but it is very, very special.
Oh. And, SPACE OPERA!!!!!!!!!!! Now I'm definitely on the edge of my seat.... It must be at least... THREE TIMES AS BIG. And make sure Logan's in it... ;)
Everyone, buy an Iain M Banks book... :) Recommend - "Use of Weapons" and "Excession"... They are also the two books this somewhat reminds me of.
For any adventure game we make, there's going to be a strong presumption that the core team should be Vic (art), James (coding), and me (story). Vic is in Australia, James is in Greece, and I'm in the U.S.; there's no real likelihood of any of us moving, so ultimately long-distance collaboration is more or less unavoidable. That said, I think the development process would've been improved by us all being in the same geographic area, though it might've resulted in some fisticuffs.
Because James is likely to be the coder on any adventure game, and because his specialty is AGS, I think it's likely we'd be using that for any development. That, of course, means no easy way to significantly expand the audience. I'd like to look into other options, but the presumption would probably be for AGS.
Dividing the process into design and implementation would probably be a good idea. (With Primordia, the design seldom stayed very far ahead of the implementation.) More importantly, I think, we'd try to have a clear development roadmap, even if the design were in flux (which it hopefully wouldn't be). In other words, start with a stronger sense of how many rooms, when we'd shoot to hit certain milestones, things like that. With Primordia, there was a lot of snowballing, a lot of "fractal development" (where we just kept adding more and more detail to the same area without advancing much), and then at the end, a lot of corner-cutting. It would be better to avoid all of that.
At the same time, part of the fun of developing independent games as a hobby, rather than as a livelihood, is not having to run it like a business. In Primordia's case, I think we were too loosey-goosey and it led to more headaches than fun diversions, but I wouldn't want to try to have -- and it would frankly be impossible to have -- the same level of development rigor that a well-managed AAA project has. (Obviously, poorly managed AAA projects are another story.)
It might be nice to involve something like beta testers at an earlier phase of the design. Which is to say, have outside people weigh in on the concepts and framework at a time when it's still viable to change them. Finding the right people to do that would be tricky, and none of us want to have a game that's designed by focus-group testing, but it might be something we'd look into. We've were really pleased at the level of engagement that testers had with Primordia, and we're similarly delighted with how the fans have dug into the game, so I don't have any doubts that we ultimately can find good people.
Re: Zak M. -- It's funny, I can't ride an airplane without thinking of the insane puzzle where you had to open all the overhead bins and flood the toilet so that you could steal a floating device from under your chair (or something along those lines).
I think the flexibility of indie development is also one of its greatest strengths. The ability to implement awesome ideas as they come to you; those are the kind of changes that are fun to do and give more payoff than adding endless detail. As long as there's some bounds around it to keep everything sane.
As for focus-group testing, I hope this doesn't sound arrogant, but I really think listening to too much feedback can be a bad thing. The developer is the one with the talent pool and artistic vision, and I honestly don't think users always know what they want. They mainly know what they've liked in the past, and if you're doing something original, they're not going to truely understand it until the end product is in their own hands. I think you should consider user feedback, but your own vision should always take precedent. When I beta test, I do try to keep this in mind and separate any suggestions from the actual issue they're trying to solve.
What about the alpha selling model ? Many games are successful with it these days and you would get instant feedback. Oh and instant money ;). If you really would prefer to have a hand picked tester group, how would you find the right persons to improve the game for a large target audience?
Alpha testing is also probably not a perfect fit for adventure games because there's considerable lock-in as you go along, so by the time you have even an alpha of the game, it may be hard to change direction much.
And, I'm not especially concerned about appealing to a large-target audience. More, I want people who enjoyed Primordia and were engaged by it to have a subsequent game that they enjoy even more. I would of course also love to appeal to more people, but not at the expense of compromising our core values or turning our backs on the people who have given us so much support.
[EDIT: I hope that didn't sound hostile to your idea! You've effectively helped crowd-source my brainstorming about crowd-sourcing my brainstorming. :)]
About the larger audience, i like that you want to stick with your core fans, but your core fans want you to earn money. Many games had to give up great features to reach a larger crowd, for example the new X-Com or Bioshock Infinite. Both great games, but if you have played the first X-Com or System Shock 2 you'll miss the difficulty and the complexity.
That is why i like the idea of Kickstarter, of course you basically sell air to your customers, but im not buying a product when i support a company through kickstarter. i donate money to a great idea or people that i like and hope to get a great game back but i don't demand it.i bought Natural Selection 2 pre-alpha because i wanted to give these awesome guys at UWE my money to thank them for making great games. I really think that we don't need publishers anymore, they did more damage than good to the gaming industry. So many games got released unfinished because the publishers forced it. So many got mainstreamed for a few more sells. Kickstarter or similar sites allow you to think of the best game you could come up with and to let your fans decide if they want it.
Chris Roberts, the head behind Star Citizen made a pretty nice video about that whole matter in which he compares the revenue of a classic publishing model and the kickstarter model. in the classic model the developers gets around 20% of the selling price, while the kickstarter model earns them around 80%. The customers want to give the developer the money for a great game, not to someone like EA and Ubisoft. Just my two cents, im sure you have your reasons why you want to stick to your way of making and selling games, but i see so many small and new companys beeing very successful with kickstarter and i would like to see you there too.
I haven't played either XCOM or the new Bioshock, but I know both were really well received. I agree that if it's possible to conserve the core philosophy while making it more accessible, that's probably a good thing. That said, if you watch the developer video for the remake of Flashback (it was just posted on Rock Paper Shotgun), the developers say they're doing exactly that -- but the remake appears to capture NONE of the spirit of the original. So I think it's very hard to do it right. (Chrono Cross would be another decent example of that phenomenon.)
Anyway, whatever next steps we do, we'll make sure to involve all you guys in the process!