Any more commercial games in the midst?

Started by , Fri 15/08/2003 09:34:08

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remixor

I think it's worth mentioning that we would pay 3 bucks for Pleurghburg because we've ALREADY played it and we know it's great.  See the problem there?  You'll have a much harder time showing 3703 people who've never played it screenshots and then saying "Now pay 3 bucks and download it."  It's not that 3 bucks is a lot of money, but it IS money, and people have to go through the trouble of getting out their wallets and a credit card (not to mention, I'm sure there were many who played that game who were of an age that generally doesn't have credit cards yet), while there are a ton of other AGS games they could get for free.  The solution, of course?  Make all AGS games cost money!  ;D
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Nellie

Oh, come on Eric.  You draw a character in a pose that is widely recognised as being camp, and then question why people assumed he was gay?

That's like drawing a guy in a beret with a string of onions round his neck, then wondering why people assume he's french.

GarageGothic

#42
Quotewhat i find funny is that at the same time this was said we were saying how stereotypes in games and in life are stupid and that people shouldn't do it

But it does show why games use stereotypes in the first place, as apparently it's VERY easy to connote gayness through small visual signifyers. Congrats on creating a non-stereotypical straight character! :)


MrColossal

hehe, i'm not screaming against it nellie

it's just curious

and i think it relates to a thread in the critics lounge too where people are saying that a hero should look this way and not this way

just popped in me head and i wondered why
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

rodekill

For the record, I didn't notice the campiness of it until it was pointed out.
SHAWNO NEWS FLASH: Rodekill.com, not updated because I suck at animation. Long story.
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Andail

When we don't have too good methods of letting our characters' characteristics shining through, we have to employ obvious symbols and stereotypes to make the player make the proper conclusions...
In reality, you can say "I had this hunch Justin was gay, you know, cause he had this look in his eyes when he spoke to Slade on the party yesterday", but in a game, we don't have access to that much means of story-telling, so when we have a gay character, we draw him like a female.

Pretty much like Eric did when he drew that camp dude on the previous page.

phact0rri

I've been battling this for a while, not just in game development but I'm involved in a lot of placements that cause you to wonder what Commericalism, and if its really up to par.  Sure you can try to create things and hope people buy them, but Publishing is a whole new bag of worms, I've had Cd's and comics done before, but they've been sold chiefly on material costs, just to be able to do it.  With the internet you don't really need to do that.  Things like independent game creation using a Royality-free engine like AGS, or even a mod or somthing its usually (at least as I see it) a learning experiance.  Is it really worth trying to sell your Vision, or have people see it.  Its like making music and no being able to listen to it without paying a ticket at the door, or a painting locked up for non-paying Museum goers.  If you can do it for free why not?  Why keep it from the eyes of those who want to support it.  If you want to make money in the video game industry, AGS is not really the way to do it.  No matter how good your game is your still going to be look at as an amature, and when there are so many free games, why would someone buy your game when there are 500+ with the same engine, and virtually the same game play experience.  

How i've always thought is everything I do is for my portfolio, would ever be a commerical artist?  I don't think I would, but thats cause I know I'm an amature.  People see my visions as that.. but the fact they see my visions is good enough for me.  If I was to look at making a game that was purposefully for making money, I'd look for an adventure (or any game) from the ground level.    And look at making a game outside a preexisting engine.  Yes I agree there are a lot of versitiliy with this engine and there are a lot of ways to make it diffrent.  but using the AGS engine seems to be given the attitude of free.

Ionias

I've almost broke even with my game sales. I've sold 125 copies to date and I'm still getting about 1-3 per week. I have only pimped myself on the "pure-adventure" game sites. I only gave out free review copies to any other game sites if they asked me. (example: Gamer's Hell) So I guess I could have been more aggressive with the PR, but I reached my goal. Honestly, I didn't think there was any market for a 320x200 adventure game. Guess I proved myself wrong. Not only was there a market but I made enough cash to build a sound studio and order some niffty shrink wrap stuff for my next game.

Oh... yes there will be a next game! ... I would love it if you could do the soundtrack on it m0ds. But it is to soon for that yet, as I'm still experimenting with other styles and I might switch over from AGS to DarkBASIC as the next project may be 3d. Not sure yet tho ... so don't flame me! :)

Here is a screenshot from when I was playing around in flash:


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