ScottBlinn on 6/10/2016 at 15:53
Quote Posted by twisty
Another question. Given that many of the games cited on your team page were renowned for their innovative gameplay at the time, what are your reasons for wanting to utilise "proven gameplay" from yesteryear with modern-day technologies (as per your mission statement) rather than wanting to innovate gameplay?
Thanks for the great question!
First, let me post the full text from our mission statement for context - "
Our mission is to bring you the most fun and impressive gaming experiences possible through the melding of proven gameplay from history's most entertaining video game genres with the latest innovations in technology, visuals, and more."
The "
and more" is gameplay, character diversity, story, etc. Exactly what innovates depends on each game and the target audience.
Now back to the question..
We fully intend to innovate in all of our games, but what exactly needs innovation fully depends on the specific game and audience. Our first title is no different-- there are gameplay innovations for sure-- within the scope of the game and our initial resources. Here is some of our thinking regarding this first game (casual, all-ages puzzle game):
1. There are some great games and game genres that have faded away as most of the industry chases more modern trends. We thought some were worth modernizing and introducing to whole new audiences/generations of gamers.
2. When working on something as a new team (and one currently working remotely), it can be very helpful to have existing benchmarks to point at to help keep everyone on target while the team is getting used to working together. Our first game takes this into account to minimize risk.
3. Lots of innovation is EXPENSIVE. It adds a ton of time to a development cycle to perfect, a much larger technology investment is required, you need to go bigger on marketing and really get lot's of press support to clearly communicate what you're building, and you greatly increase the risk of keeping a unified product vision with a new team without extra leadership overhead. As a new business that is looking to grow smartly and be around longer term with stability, we needed to make some important decisions on the way to build our studio.
Another way to look at what our mission statement is saying is this - let's say we did decide to make a System Shock or Thief style game that people on this forum would love. What would it REALLY be? It would be a game that melded "proven gameplay from history's most entertaining video game genres with the latest innovations in technology, visuals, and more." right? It would be familiar enough to contain the core, critical game systems required to make it a new game of the type that was liked/desired by fans of such games-- but would also require innovation on multiple fronts to bring something new to the table. This is what we are saying our philosophy is.
Hope that helps!
Starker on 6/10/2016 at 17:30
Looks like a neat little game, not entirely unlike MacGuffin's Curse. Good luck!
faetal on 6/10/2016 at 18:01
Quote Posted by icemann
There was a remake of that game released a few years ago. Upgraded up to snes level graphics. Should be available online if you do a search. Used to be available over at remakes.org.
Found it here: (
http://retrospec.sgn.net/game-links.php?link=hoh)
ScottBlinn on 6/10/2016 at 23:17
Haha! Well, those pictures were taken 21 years apart for starters! I also lost about 150 lbs. since I worked on System Shock 2. If you're interested you can read more about that here: (
http://www.fullreboot.com/general/my-journey-so-far/)
Starker on 7/10/2016 at 01:00
That's a lot of pounds. Congrats!
Back to the game, though, is there some kind of a demo planned? I know they are not very common these days, but Lars Doucet apparently had a pretty good experience with Defender's Quest (something like close to 40% conversion rate on Steam). He wrote a bit about it here: (
http://www.fortressofdoors.com/defenders-quest-deployment-strategy/)
twisty on 7/10/2016 at 07:53
Quote Posted by ScottBlinn
We fully intend to innovate in all of our games, but what exactly needs innovation fully depends on the specific game and audience. Our first title is no different-- there are gameplay innovations for sure-- within the scope of the game and our initial resources. Here is some of our thinking regarding this first game (casual, all-ages puzzle game): ...
Sounds good, and I sincerely hope that your studio will thrive in the years ahead.
I was interested in hearing your response given that there are a number of studios who have revived old games recently, and often their perspective appears to be that games were better in the past so we are going to build off that rather than embrace something totally new (or more recent). And that's not necessarily a bad thing, as there's definitely a market for it and there are quite a few styles of games that I would love to see revived (as an example, I've often wondered why we've never seen another desert strike style of game). It's refreshing then to learn that your approach is more about taking some of the best aspects from the past, transposing them into modern engines and introducing them to new audiences, as a foundation to work from rather than a rejection of the present :)
hedonicflux~~ on 7/10/2016 at 09:47
Luna & the Moonling Oh that's Cute!!! Reminds me of System Shock 2! I'm sure SS2 fans will dig this. They have to, right?
faetal on 7/10/2016 at 10:59
Why are you here?
zoog on 7/10/2016 at 11:22
Quote Posted by ScottBlinn
Haha! Well, those pictures were taken 21 years apart for starters!
Not that weight, but the second one seemed to me another person, even of another race. Glad that it all turned well for you)