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, 00:45
58.
Re: Amnesia Postmortem Sep 20, 2010, 00:45
Sep 20, 2010, 00:45
 
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.

I guess it's just a matter of playstyle. When I play stealth games, I go out of my way to not kill or incapacitate anything. I also played Thief 3 on the highest difficulty so enemies posed a much greater threat.

Regardless, this is all besides the point. In Amnesia, you are not a thief or an assassin. You're just a regular guy trying not to die. As such, the point of the game is not to defeat every enemy you encounter. You win the game by not dying, hence the whole "survival" part of survival horror.

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.

4-player co-op in a horror game where you can kill stuff? Wow. That would be the least scary horror game ever. You could just gang up on the monsters and beat the crap out of them while your friends laugh over the mic.


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.)

I take it you haven't read anything by Lovecraft? Sanity (or lack thereof) is a predominant theme in the Cthulu stories and Amnesia is heavily inspired by Cthulu. I don't know how much you've played of Amnesia but there's a good reason why your character is on the brink of a nervous breakdown. And darkness does not represent safety and protection unless you're the hunter (which you aren't in Amnesia). If you're sitting alone in the dark in a strange, unfamiliar place, you're not going to feel safe.

This comment was edited on Sep 20, 2010, 00:55.
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