About time, huh?
As several people already know, I've spent almost a full year developing a text adventure called
Eternal Equinox. And now it's finally getting out of alpha and beta, and being prettied up for its release on May 18th, 2007.
In Eternal Equinox, you assume the role of an island villager living a humble life as a relative unknown in your village. But then the village's High Elder calls a town meeting and you learn that a massive tsunami is lurking off the coast, ready to devour the island in the not-so-distant future. Your people have a magical artifact that can thwart natural disasters, called a Hoto... but someone or something has stolen the Hoto, and now, you've been called on to find this device and save the island from certain destruction.
Edit: I almost forgot to list some of the game's features... my bad!
Features
* The game is MASSIVE... tens of thousands of lines of code went into making it, and that was mostly text. It isn't really a game as much as it's a digital novel
* No complicated parser system to guess your way through, and no long list of commands to learn... just pick your option from a list of choices and you're back to reading
* dozens of puzzles to solve, from cryptic message decoding to mazes to finding buried treasure
* Entire island is rich in detail and has a full history, presented through dialog and books you can find
* Work as a lumberjack, in a lighthouse, or in any of the other special employee locations. You can even make money playing blackjack
* High-quality soundtrack and a simple-but-effective GUI
It all spawned from last year's text adventure competition. I'd made text adventures in the past, but never thought any were worth releasing publically. But I found myself playing a lot of those entries to the competition and saying to myself "wow, with some flashy media I would probably pay for this!" The final nail was driven when someone e-mailed me shortly after the contest was finished, asking if a text adventure could ever be sold commercially. My initial response was a hearty "no," followed by a slight chuckle. But then I ended up thinking about that... why not? Has anyone even tried recently, and I mean given it a
serious go? So a year later, here I am planning on the release of Eternal Equinox, my epic text adventure that's more like a digital novel than a PC game.
And yes, it's going to be commercial. Everyone and there mother has advised me against it. They've all said "hah, you won't sell three copies, no one would pay for a text adventure." But hey, trying never hurts anyone, and I haven't yet found an example of someone trying legitimately to sell a text adventure in the past several years and failing. So either this will be a shining example of what can be done with a little trial and error, or it'll be an absolute commercial failure and end up in the freeware bin somewhere down the road. Either way, at least it's an experience. And in the offset chance the game succeeds and sells beyond everyone's expectations, then maybe it could inspire others to make some as well
.
We spent a great deal of time trying to figure out who this game could be marketed to, and we've come up with a pretty simple (but pretty smart) marketing plan. We're going to market this game towards two specific groups: Group A are readers, people who aren't that into games but love to read, and group B are "RP'ers," people who role-play in online chat rooms. They don't care for graphics, they don't demand a fancy gui... they just enjoy reading, writing, and making things up as they go along. If we're going to sell this game, those two groups are the only ones we'll have even a remote chance of selling the game to. We know most gamers probably won't go near it, other than the select few who want to support the indie community, but still we'll try to get the word out in select circles.
I'm taking this project very seriously, with a professional approach, and using the whole release as a learning experience. As such, I'm going to monitor the entire release with a forum thread in the game design theory boards. There, I'll mark my progress and shortcomings, and that way, anyone else whose considering a try at this can learn from my successes as well as my mistakes and take them into consideration when they try it.
I already know a lot of you think this game won't sell. I hear that almost every time I mention this game on TGC! But I'm going to give it my absolute best effort and hopefully the lessons I learn along the way will give me (and all of you) some insight into the process of releasing a commercial game, and maybe we'll learn some do's and don't along the way. At the very least, I can say I'm trying!
I've released games in the past as freeware (Cheney Hunter and Pod 9), both getting pretty decent reviews from players across the board. Also, my team has released a number of "private sector games" to companies, mostly trivia games and training applications. So I've already made some money through making games and software, and I have experience with sales and offering support (anyone remember the barrage of tech problems with the first CH release? lol). But this is my first public, commercial release... I'm nervous as heck. I could really use some positive comments if you guys feel like giving some, and some pointers wouldn't hurt either, hehe.
"In an interstellar burst, I'm back to save the universe"