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FPSC Classic Product Chat / Successful Stories of Commercial FPSC Games?

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Grunge
19
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Joined: 12th Apr 2007
Location: Canada
Posted: 3rd Feb 2011 23:47
I bought FPSC a little while back just for some fun, I never really expected much out of it in terms of commercial projects. However, I do plan on creating a commercial FPS and I'm curious as to whether or not FPS creator has any success in this field.

It's dated now, so maybe it wont be as successful as it once was, so are there any recent stories of success? More specifically (and I doubt this one, since it's a very lacking aspect of the engine), in Online games? Even success in terms of free to play games.

I plan on making a competitive sci-fi FPS, I have my doubts of FPSC's capabilities in this subjects. I'm just curious if anyone has managed it. Also, is there any other engines out there that would better suit my needs. Unity looks promising, anyone tried that?

Project SEDNA
-----
More information on Project SEDNA is coming soon.
Hamburger
17
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Feb 2011 01:24 Edited at: 4th Feb 2011 01:25
It really depends on how much work and money you put into a project, but fpsc has come a long way since it has came out 6 or so years ago... The engine now has much MUCH more potential.

Go to the fpsc wip section and look at "Relict"
Flatlander
FPSC Tool Maker
19
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Location: The Flatlands
Posted: 4th Feb 2011 01:45
If you want to talk about other engines go to the Geek Culture forum. If you want to see how people are using FPSC then go to the WIP forum and the Showcase forum. There have been other threads in this forum having the same question so you can do a search in this forum.
crispex
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Posted: 4th Feb 2011 23:44
There have been a few games that have landed on local shop shelves, but nothing really to be "raved" about. Generally most games developed around here are played and enjoyed by the community, and perhaps friends and family. Problem is, you've got to literally spend over a year putting customizations in-game, because FPSC's engine alone really isn't that advanced until you start modding it and using things such as Project Blue.

A lot of it depends on the story behind your game, and how much effort you put in.

In my opinion, game ideas that have been beat to death (sorry to anyone who enjoys these kinds of games, I just think it's a bit tiring to see them OVER and OVER again):

-Zombie apocalyptic shooters. Sorry to say, but zombies as a whole are an overused form. Generally the ideas are very limited: 1. Radiation. 2. Some kind of rabies-like virus. 3. Some kind of biological weapon.

-WWII shooters. Sadly, people stopped caring about them when the whole "Modern Warfare" bubble came floating on by. Regardless, there is a small amount of room to expand in the series, but mostly all of the ideas have been the same: Capture this bunker, secure this intel, defend this area, etc.

-Games that deal with nuclear apocalypse. The idea has been beat to death.

-Modern military games. Sad to say, but Modern Warfare generally killed any potential in this field. Not to say Call of Duty is bad, but it's pretty much all the same now. Nuclear threats from Russia, China, etc.

Games that have great potential:

-Scifi shooters. These still have limitless potential, because in the future and in science fiction, anything can happen.

-Puzzlers. Sadly, this is a genre I love. A good game that can puzzle you and make you think beyond what most people would. Portal is a great example. I myself have been designing levels for my puzzle game that I've been working off-and-on for the last year and a half.

FPS's are really a slowly dying form. Sure, you'll get a rare one now and then that blows you away, but I really think most of what can be done already has. Sure, you can add more advanced features, but at the end of the day when the dust settles it's still a FPS. Mirror's Edge attempted to re-invent the FPS genre, by adding unique spins to platformers, however people didn't like the idea of having to actually put any effort in. People want games that do the work for you. While many of us desire more, most other people who don't know how games are developed just assume that the game should be easy enough to beat, and have a Call of Duty-esque multiplayer.

Sadly, FPSC MASSIVELY lacks in the multiplayer area. knxrb has done a terrific job on FPSC IP, but even then, most people who make multiplayer games never really see the game take off as popular. The lack of dynamic features in online combat for FPSC is really limited. Most people want multiplayer / co-op games now. In case you didn't realize, the world has changed to where everyone has to be connected to everyone else all at once. This means that FPSC will have to eventually evolve with the demand.

FPSC is great, but it's getting a bit dated. I love how TGC is working on putting in new features to update it to current standards, but generally FPSC is very dated, the physics are clunky at best, and it's lacking in features that modern games have and people love. Thank god TGC is putting in effort to migrate, but even then x10 was a commercial failure in my books.

I just now realized I've had a typo in my signature for the past 3 years.
Slayer1918z
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Posted: 5th Feb 2011 00:04 Edited at: 5th Feb 2011 00:11
Well, just to add my thoughts in here, I'll comment. I bought FPSC in about 2007-2008 and thought it was a great program and started creating a game. But, as I played all these new games that came out for PC and Xbox 360, my hopes for creating a great game went down and I just left FPSC alone. In 2010, after modding and playing many different games, I just wanted to create a game that was completely mine. So, I came back to FPSC and was astonished by how it evolved. With the release of many new patches, model packs, and mods, so much more could now be done. And now, here I am, still using FPSC, with Project Blue, tons of new model packs, and working on scripts for my new game.

Basically, I guess the point of my story is that the main thing about FPSC is that it is always getting better. There is a great community here working hard to release new models, patches, mods, and much more to help improve FPSC. And people putting their money, time, and effort into using those tools to create truly amazing games. I personally find FPSC to be great, yes it has its problems, but the great thing about it is that FPSC is completely customizable. If you don't like something or want some new features, you can always add it in. I believe that FPSC will never truly be out of date until the community stops supporting it (and the more people that will help support it, the better it will be).

Great game have been created for FPSC, very fun, good quality, and unique games. If you can make a game of the such, there is no one stopping you from advertising it where you want, and, if it is a good game, there is no doubt that people will go ahead and try the game. (Most people these days are looking for some new games, not the same old ones, so if you can create one that brings some new gameplay and features, many people will be willing to try.) It just takes time, effort, and some creativity (...and some money)
Ertlov
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Location: Austria
Posted: 5th Feb 2011 12:08 Edited at: 5th Feb 2011 12:12
Quote: "There have been a few games that have landed on local shop shelves, but nothing really to be "raved" about. Generally most games developed around here are played and enjoyed by the community, and perhaps friends and family. Problem is, you've got to literally spend over a year putting customizations in-game, because FPSC's engine alone really isn't that advanced until you start modding it and using things such as Project Blue."


Anderson sold something between 20000 and 30000 copies worldwide, you got and get it in local stores, on amazon, at the airport in Dubai, in shopping malls in South Africa e.t.c.

And it wasn`t a very good game, it was FPSC 1.04 with all of the limitations. I´m proud of what it meant in terms of showing that an FPSC game can hit the shelves worldwide and earn commercial success, I`m proud of the story and storytelling, but when I look at the gameplay and some of the design issues today, I`m tempted to shame myself.

If you can combine a great story, unique ways of story telling, unleash the full potential of the 1.18 with some mods and shaders and have some contacts in the business and a profound marketing knowledge, you can for sure make a FPSC game that sells 50000 or even 100000 copies.

Come to where the madness is:
http://www.homegrowngames.at
Red Eye
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Posted: 5th Feb 2011 12:12
Quote: "20000 and 30000 copies worldwide
"


I must say that's epic.

Metal Devil123
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Location: Suomi, Finland
Posted: 5th Feb 2011 14:14
Quote: "Even success in terms of free to play games."

I believe that Euthanasia got pretty popular... somewhat... not Anderson popular, but a free FPSC game popular. And it's surprising, that in YouTube I can see some "let's play" videos of games made in FPSC, from people who don't even know FPSC. I saw one on "Cry of the Infected" and "Dead Island" I think it was called.

Quote: "Games that deal with nuclear apocalypse. The idea has been beat to death."

I don't know what you mean by "beat to death", but I think that nuclear games have alot of potential too... as in the world of games, nuclear radiation can make anything you want happen. And if the apocalypse happens in the future... even more possibilities. And there may be alot of zombie games, but zombies are quite popular ATM and if you can do something fun with the survivor(s), then there is great potential for good storytelling.

But that's just my opinion.

Benjamin
23
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Posted: 5th Feb 2011 15:43 Edited at: 5th Feb 2011 15:43
Quote: "Anderson sold something between 20000 and 30000 copies worldwide, you got and get it in local stores, on amazon, at the airport in Dubai, in shopping malls in South Africa e.t.c."


Wow, that's cool! I never knew any FPSC games had any such commercial success. Shows that there is hope at least.
Ertlov
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Posted: 5th Feb 2011 15:46
Well, I put almost 50k Euro into it, half of that on the cutscenes. If I had spared that for better gameplay, modells and animations, who knows

Come to where the madness is:
http://www.homegrowngames.at
Benjamin
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Posted: 5th Feb 2011 15:50
Yikes, where did you get the money for that kind of investment?
crispex
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Posted: 5th Feb 2011 18:02
I would imagine some kind of inheritance or loan.

I just now realized I've had a typo in my signature for the past 3 years.
Ertlov
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Posted: 5th Feb 2011 18:28
A huge part of it was covered by the publisher. Sadly he kept ALL the profit, too.

Come to where the madness is:
http://www.homegrowngames.at
crispex
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Posted: 5th Feb 2011 18:59
Well, sadly that's the risk we ALL take when trying to further our ventures.

I just now realized I've had a typo in my signature for the past 3 years.
RelMayer
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Posted: 5th Feb 2011 19:06
No offense but I've disliked Anderson.

Please apologize my bad english, I'm French.

ELDORA Rocks !
Ertlov
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Posted: 5th Feb 2011 19:06 Edited at: 5th Feb 2011 19:07
No offense taken. The gameplay was horrible. But I still believe the awards we won for the story and the storytelling were justified.

Come to where the madness is:
http://www.homegrowngames.at
That Guy John
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Posted: 5th Feb 2011 20:02
Quote: "nuclear games have alot of potential"

I agree, the Fallout sort of game can be expanded on a lot and really, if you think about game genres in general it is fairly new.
Butt monkey
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Posted: 5th Feb 2011 20:20
Quote: "I agree, the Fallout sort of game can be expanded on a lot and really, if you think about game genres in general it is fairly new. "


The problem is that every single one of them is brown... I'm getting tired of games using brown or grey as the main colour of the palette.
elbow
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Posted: 6th Feb 2011 17:42
Hi

Firstly, well done Ertlov. I am sorry to hear about the financial result. There is a lesson in your experience for all of us, so thanks for sharing.

Secondly, I must agree with Slayer1918z - the community is a great source of information, user-friendly products and adding impetus to the development of FPSC. Not to mention the guides compiled by NickyDude and others on the forums.

Thirdly, my suggestion: another market that's open to games is the educational market. If you know something from your studies or day-job, you can create a game round what you know and chances are that there'll be a market for it as these "training" games are becoming increasingly popular.

Just remove the gratuitous violence and add communication/interactivity and learning can take place. I use Rpg_Mod for the latter and it adds so much variety to the vanilla engine.

If anyone has questions on educational games/content, etc. please feel free to contact me. I am still learning FPSC, so there I can not assist, but I can assist with developing educational ideas.

Eugene
xilith117
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Posted: 8th Feb 2011 19:12 Edited at: 8th Feb 2011 19:24
Quote: "Anderson sold something between 20000 and 30000 copies worldwide, you got and get it in local stores, on amazon, at the airport in Dubai, in shopping malls in South Africa e.t.c."

Holy crap! I had no clue that any fpsc game has ever had that kind of commercial success! that's awesome! i was actually questioning fpsc's potential for making commercial games but i am no longer doubting in the least! bravo Ertlov! p.s. who was your publisher?

Ertlov
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Posted: 8th Feb 2011 22:16
JoWooD. They filed for bankruptcy a month ago.

Come to where the madness is:
http://www.homegrowngames.at
nastasache
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Posted: 8th Feb 2011 22:31
@Hamburger, @Slayer1918z: "The engine now has much MUCH more potential", "FPSC is completely customizable".

Yes, in technical terms. But not it's not enough to escape from other expensive engines power on the marketplace. At least not using only, for example, new physics and new characters AI parameters.

@crispex: "mostly all of the ideas have been the same: Capture this bunker, secure this intel, defend this area, etc."

This is the critical and possible deadly (at least for the moment) direction of the expensive engines.

@crispex: "A lot of it depends on the story behind your game".

I agree. I think this is one of the points of FPSC future. Imagine not only run&shoot scenario. Even looks (and must looks in current marketplace) like a standard FPS, the story must be structural different.
Imagine you shoot some entities by thinking a bit, - or a lot - more (why to shoot?, do not shoot, switch the game progress by your decision).
Integrate the game with the real world, like real and real-time television or social networking websites - this may be also a starting point of the escape from the current marketplace limitations.
I think that FPSC can do these. At least, looks for me to be able to do these; with, probably, a bit more programming.

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