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In the "offline" thread you made a pretty terrible salesman Sergei. I respect honesty, but strictly from a customer's point of view I'm really not interested in your opinions or arguments about why your view is reasonable or valid - and your passive-agressive way to argue hurts way more than it helps. All I really care about as a customer is my user experience and that's the end of it, arguing with me is not going to sell me anything.
At the end of the the day a lot of people buy (indie) games on steam because it's simply more convenient than to pirate them, especially if the game is updated often. It's wise to think in terms of "what is the best user experiecne we can provide", because that's one of the reasons why steam rules and all other game services (maybe apart from gog) suck a**. An offline version goes a long way to rectify that.
The online only thing was really the only thing that made me go "eh - maybe not" after I saw TB's LP.
All we care about as developers is the UX of our game, too. Arguing with us about whether we could have designed the game differently, is not going to change anything. Just like telling us to "grow up", giving us behavioural characteristics, etc. does nothing to that regard.
We were looking at the stats of how people play, and thinking about the way to improve their experience. Once we established the share of "single-player only" crowd, and saw that it was sufficient for a separate product branch, we mapped that out - like any other feature on the game's roadmap.
Whether we're likeable or not; whether I'm a good salesman or not; is irrelevant in this case. What matters is if we made a good game, and how much further on the 'makes players happy' scale we move with each update.
We're bringing the offline product for all the existing players who spend a lot of time in the single-player mode and for whom this branch would offer more opportunities to enjoy the game. That's the whole story.
I feel the same.
It's as if most of the people making games nowadays don't even play other people's games to see what actually works...
Funny, Steam has been able to update games automatically for more than 10 years now. It's like magic. And I don't think anybody using Steam has problems with downloading patches... or even whole games for that matter...
Thank you for this, I was one of the people that saw TB's video and as soon as I heard that the single player mode was intrinsically tied to a server I decided against the purchase.
I must however ask, does it make sense to release this offline version as a separate product?
The price points for both (the standard edition and offline edition) appear to be priced very closely, surely a simpler solution would be to include this new version to peoples accounts who have purchased the game as a free DLC? (this would include all and future customers)
Such a move would be greeted by customers who like myself who would rather not be tied to a server to play, I feel like it would also help with community discussion as releasing a seperate version (I may have a lack of understanding in this) then creates a seperate Steam forum just for the offline version, consolidating the two products would be (in my opinion) more beneficial for all.
We expect that the discussion in the offline version will be about rules and tech support while in the complete version about tournaments, team play and updates/new features/new content. If you only need to play the game on your own, digging through all that could be a hassle.
We also think that since customers of the offline edition don't need server functionality, why not charge them $5 less? As they won't add traffic and in general it's a way more simple setup.
In this way we plan to see only people who are interested in all aspects of the game to come through to the complete edition, which would make the community focus more on the strategies and less on "I GET ONLY "1" ON RNG!!" type of issues ;-). Statistically, we're seeing 2 different groups playing the game. Makes sense to follow that with the release plan.
While my main gripe with the game was that single player mode was tied to a server, this does not necessarily mean that I do not want to play in a multiplayer environment. I think for most players it means that when they want to play alone they can however and whenever they want, but at some point they are likely to at least try multiplayer (your own statistics appear to support this).
Also I don't believe the argument for separate forums holds much merit, Steam provides the ability to create sub forums for each and every game at will, you could simply create a two new subforums:
Offline Edition General Discussion
Offline Edition Tech Support
Regardless of what happens, I look forward to trying out the Offline Edition once it comes out.
Yeah, well, we already have a number of forums - multiple languages - and doubling that in the same community hub would be insane imho. Which anyway will lead certain concerned players to just dump everything somewhere by default and then we'll see forums full of redirects. Nah. We'd rather try to have people grouped by default.
I do hope that Gremlins Offline becomes real, and, even more, that your experiment turns out to be successful for you.
Thanks!
We'll share the stats, as usual, once it's released. We have no idea what to expect: I mean, sure, all the current players will just get one more option to play with. But as to the standalone sales - we'll see!