Amnesia Postmortem

Amnesia postmortem on the Frictional Games Website reflecting on the first week of availability of the survival horror game from the creators of the Penumbra series (thanks joao). The post outlines a good news/bad news situation. The good news is that, as is reflected by comments in the forums here, the game has been very well received, both by critics, and by gamers, as reviews from both have even exceeded their optimistic expectations. The bad news is that sales of the game are trailing a little below the level they need to remain in business, expressing concern that a day 0 pirate version of the game was available 24 hours before its retail release, as apparently some unscrupulous website leaked their review copy. Here's part of their assessment of this situation: "This is of course not all the income we will make from the game, but is still a bit discouraging when comparing to recent XBLA releases and similar. So why is [sic] not sales [sic] higher? Piracy? People waiting for future massive discounted sales? Game too scary / niched? Right now we have not got a clue, but hopefully it will become clearer further on." Here's their conclusion:
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!
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Re: Amnesia Postmortem
Sep 20, 2010, 00:13
55.
Re: Amnesia Postmortem Sep 20, 2010, 00:13
Sep 20, 2010, 00:13
 
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.


"I don't understand adventure games! Where are the blue tokens I'm supposed to collect? What's my KDR... Waaahhhh."
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