On almost all fronts, we area extremely pleased with this release. It has in many ways exceeded our expectations and it makes all the hard work, pay cuts, etc worth it in the end.
The most distressing thing is the sales though. Even though we are far from complaining, it feels like we do not have the financial security we would like to have, to truly be able to focus on making the best game possible. So what should we do? The things we have discussed include: Increase the cost of the game, doing a console port instead of Linux/Mac, do a less niche title and more. Now is too soon to make a decision though and we have to see how the coming weeks and months go.
Finally, I know I say this a lot but we truly mean it: Thanks to all who have supported us by buying the game, spreading the word, and what not. We hope you all will continue supporting us in the future as well! All of Frictional Games sends their finest regards and thanks for this support!
The part of the game you are complaining about is one of my favorite features. Love opening them drawers and doors. I think it is very well done and it adds very much to the immersion. I can't imagine any of their games without it because it is certainly a defining positive feature.
StingingVelvet wrote on Sep 20, 2010, 01:34:
I love all the people saying if they made Left 4 Dead or Call of Duty they might have sold more.
No shit!
If you can defeat all enemies with sufficient skill, the horror element is greatly diminished.
I remember Ravenhold in HL2 and if you speak the truth, and many indeed think it's the scariest moment in a game ever, than it says more about the HL2 public than about that game being scary. Because scary it was not.. as I nuked the hell out of every pseudo-threat in that map.
WyldKat wrote on Sep 19, 2010, 19:39:
The game is pretty damn scary...
It's also very niche and not advertised very well.
I've noticed that niche games tend to make good money over the long-term, they rarely ever enjoy massive release date sales such as titles like Reach.
Perhaps it is a little too soon to blame it all on piracy?
What i mean to say is anyway, that it does not break the atmosphere when there is good combat, in Thief 3 you were PERFECTLY ABLE to kill and murder in stealth the entire household, but as soon as it got into the open you were vastly outmatched and usually had to retreat.
something that would make it sell would be to allow your character to actually kill stuff, make it co-op so you could solve puzzles with 4 players and increase the interactivity of all of the objects so that the 4 players can interact together using different objects to achieve a shared goal - e.g. player 1 has a rope, player 2 has a hook, player has a welder to weld hook and rope together, player 4 has a spear to throw the hooked rope up somewhere - everyone climbs out- puzzle 1 solved.
Yes, that is exactly it - They force you to act counter to your human nature. There is absolutely NO REASON why we would go insane looking at some Enemies. Scared yes, but Insane? Theres not many things that can influence your mental state by just looking. In fact, to us hardened gamers the outlook of seeing one of these things for real would likely overwhelm any fear, and make good cash if you got your handy cam with you (you could call it, i don't know, Cloverfield....
Obviously we don't play ourselves in Amnesia, but i don't Understand why we go insane by looking at things (or in the darkness? Whats up with that? Darkness is Safety and protection, as any Thief can attest you.)
bigspender wrote on Sep 19, 2010, 23:44:
actually frustrating is the word i would use the describe all of their games.
bigspender wrote on Sep 19, 2010, 23:44:
its not selling cause it sux ass - simple. yes its a unique concept, but its not fun to play.
if you want to make a game that sells, do some market research... and then follow up with a game that is actually good and fun to play.
the penumbra games were OK but they had a bad case of amature dev's. and this is basically the same thing.
all you seem to do is wonder around in the dark avoiding enemies, then you touch something and rotate an object, read a note or 2 and then repeat.
something that would make it sell would be to allow your character to actually kill stuff, make it co-op so you could solve puzzles with 4 players and increase the interactivity of all of the objects so that the 4 players can interact together using different objects to achieve a shared goal - e.g. player 1 has a rope, player 2 has a hook, player has a welder to weld hook and rope together, player 4 has a spear to throw the hooked rope up somewhere - everyone climbs out- puzzle 1 solved.
also there is tension, and OMFG my character is a useless gimp that can't do anything- its soooooo frustrating.
actually frustrating is the word i would use the describe all of their games.
Beamer wrote on Sep 19, 2010, 14:29:
I downloaded the demo and definitely felt like I was playing Trespasser. It took me a few minutes to realize that the door I was clicking on wasn't locked. I started having to swing the mouse in a wide arc to open doors. Unnecessary. It serves zero purpose.
MoreLuckThanSkill wrote on Sep 19, 2010, 13:05:
I played Penumbra: Overture, one of their earlier games, and I was really, really pissed off at the control scheme for moving objects in 3d.
I'm not sure if any of you guys remember the old mid 90s game Trespass, or Trespasser, I believe, some sort of 'virtual reality' wannabe game with an island of dinosaurs, but some of the selling points included no HUD, no ammo counter, aside from the female character counting out loud, and almost the exact same manipulation of objects in 3d space, picking up rocks and tools etc. It was annoying then, and it's still annoying now.
That control issue aside, I thought Penumbra was still a very good indie game, I bought it in that Indie sales bundle awhile back where you name your own price... I gave 30 bucks for the 4-5 games(I think they added one afterwards.)
Amnesia looked graphically much improved, but very similar to the Penumbra series, so I didn't buy it or even try the demo yet. I was hoping to get used to the 3d control scheme enough in Penumbra to not totally cloud my opinion of Amnesia.
I am still debating whether or not to get it, but I have to ask, is EVERY company aside from Blizzard basically about to fail if their game doesn't sell X million copies the first week? What is wrong with this industry?
PS. Amnesia makers, the biggest problem with your game is your horrible 3d control for object manipulation... just my opinion.
Piracy
I think the most alarming thing was that the game was available as a pirated copy 24 hours or so before release. This kind of 0-day release can be quite hurtful, as otherwise paying customers might be so anxious to play that they pirate and then forget to pay for it. Since we released the game online only, we were not expecting this and the source of the illegal copy was one of our review copies (with tracking info hacked away). We are not sure what to do about this in the future, but we will have to be more careful and perhaps not send out review copies to so many outlets. It could have gone a lot worse though as a the first review copies (of early builds) were sent out almost a month before release.
eRe4s3r wrote on Sep 19, 2010, 20:13:
You actually proved my point though (albeit i suck at expressing it.. as always ;p)