2017 Year In Review

On this date one year ago, Where Shadows Slumber didn’t even exist.

Hard to believe, right? There was a Demo on the store called Where Shadows Slumber Demo, but the official game project had not even been started yet! We’ve come so far in just one year. Everything you’ve seen online of the final game was started in 2017, from the level design, to the environment, to our new character models.

To ring in the new year, let’s take a look at the big milestones we hit in 2017 while working on Where Shadows Slumber.

 

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January 2017 – Rocked MAGFest!

I had to mention this one first because the timing is hilarious. Tomorrow, we’re heading out to Maryland again for MAGFest 2018! That was exactly how we kicked off 2017, too. This year, just like last year, the organizers of MIVS (the MAGFest Indie Videogame Showcase) saw something special in our game. So we’re going to be there for all four days of MAGFest in their massive indie game section, showing people a few Levels from Where Shadows Slumber and getting their feedback. Getting into MIVS every year is not a guarantee, so we were glad to be invited back. This year, we even get to stay in the official hotel!

But to be honest, MAGFest is a tough show. It’s the very first thing of the year, which makes it a bit stressful. I’d love to catch my breath and plan out how I’m going to finish a big pile of art, artistic polish, effects, cutscenes, and aesthetic optimizations. Instead, we’re going to be showing the game off to people for 7 hours straight, four days in a row. I remember last year’s show – it was fun, but exhausting. Even so, that’s a good problem to have. We’ll let you know how this year’s MAGFest goes next week, after our return!

 

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March 2017 – The Game Developers Conference

The Game Developers Conference (GDC) in March was an incredible show. I’ll be bummed if we can’t go again this year. I really enjoyed scoping it out in 2017, and I’d love to pay for Jack to come with me. (And hey, why not Caroline, Alba and Noah while we’re at it?) It may not be in the cards this year because we’ll still be in heads-down production mode by the time the show rolls around. But while I was there, I attended the Independent Games Festival and made a note to submit our Demo to the contest when it opened again. Sometime in the fall of 2017, we sent in our application. We haven’t heard back yet, so cross your fingers!

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The big surprise of my trip to GDC was attending the Big Indie Pitch and scoring third place! It was a totally impromptu thing where I had basically no time to prepare my quick pitch of the game, and deliver it perfectly before five teams of judges. This is where having a polished Demo really came in handy. There’s just no time to fiddle with a development build when you’re under the gun like that. Want to read about that experience? Well, my blog post about GDC 2017 was so good, PocketGamer put it on their website!

That’s probably because it was also a big ad for their contest, but… sometimes you just have to play the game to get noticed, man [ >‿o]

 

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March 2017 – PAX East Indie Showcase (PEIS)

March was busy for us! We didn’t just go to PAX East – Where Shadows Slumber was selected out of a large field of applicants to be a part of their Indie Showcase. This saved us a ton of money, which we really appreciated. It cost $50 to send in our Demo to be reviewed, but considering they gave us a free booth, it’s as if we saved $2,000!

But there’s more to it than that. They gave us a place of honor, along with four other really cool indie teams with awesome games. Being in such a crucial intersection of the main hall meant we got tons of traffic. (We even got a spot on a corner, which meant confused travelers often spotted us and walked over to our table out of sheer interest!)

When I’m feeling down, I worry about what might happen if Where Shadows Slumber isn’t the groundbreaking critical and financial success I know it can be. But then I think of “that time we were in the PAX East Indie Showcase” and I remember that they saw something special in us, long before we even began work on the final project.

Check out the video above and skip to the parts where they recorded Jack talking about our experience, Where Shadows Slumber, and indie development!

 

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June 2017 – AwesomeCon

Because Where Shadows Slumber is so awesome and we went to MAGFest earlier in the year, the organizers of AwesomeCon’s MAGFest room invited us to a show called AwesomeCon. I was very nervous for this show for two big reasons: I was going alone, and I was bringing a build of brand new Levels that had never been tested before. To make things worse, Jack and I agreed that the Levels should not receive an artistic pass until we figured out what everyone thought of them. That was the correct strategic move, but I got sick of telling people “just ignore the art and let me know what you think of the design!”

Customers, gamers, and fans… they don’t see the game as a collection of parts, like we do. It’s one big experience to them. It’s impossible for people not to comment on things you want them to ignore, unless they are also game designers. The good news is that Where Shadows Slumber got a free ride to yet another massive show, and plenty of people gave us super honest feedback about those early Levels.

It may seem weird to ask for all that feedback after having a Demo on the store for so many months, but you can never be too careful. Only one Level from the Demo actually made it over into the final game, so it was necessary to humble ourselves and start from scratch to get everything right.

 

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August 2017 – PLAY NYC

The Playcrafting organization has been nothing but good to us ever since we first darkened their doors for their free game event in the Spring of 2016. When Dan Butchko called to let me know they were working on a bigger show and wanted indies to purchase booth space, I was on board immediately. Normally, Playcrafting events are free. But PLAY NYC was an ambitious step forward for the New York City game industry, so it was worth the money to help make this show happen.

We loved it! We recommend that every tri-state indie reading this seriously considers going to PLAY NYC 2018. Get a booth if you have a game, or just buy a badge and walk the floor on Saturday.

New York City has everything, because it’s a massive metropolis. But if we’re being honest with ourselves, there are better places in the United States to make games. (Texas and California spring to mind) If we want to make Silicon “Alley” a reality, we need to support massive endeavors like PLAY NYC. If the New York City game industry scene actually becomes a “real thing” one day, we’ll have Playcrafting to thank. Plus, the show was packed with awesome people who were super interested in our game. It was probably our best investment of the year. Did I mention it was about 40 minutes from my Hoboken apartment? GO TO THIS SHOW!

 

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September 2017 – Big TechRaptor Interview

New Jersey-based journalist Robert Adams had met us at a few Playcrafting events before I contacted him about an interview. The article, over on TechRaptor, remains one of the best snapshots of our thinking that exists on the Internet.

Because I was on the phone with Robert instead of typing my replies, I got a chance to rant and ramble a lot. This led to us delving into some deep topics, which I appreciated. Give it a read over on their website!

In it, we discuss the origins of Game Revenant, my tragic corporate backstory, the art direction of Where Shadows Slumber, our progress over the past two years, mobile vs Steam, virtual reality’s prospects, release dates, the game’s price, and why Jack is our hero.

 

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September 2017 – Alba & Noah Join The Team

This is related to PLAY NYC since we met them there, but it’s worth mentioning independently: we hired two awesome audio designers! I had a lot of fun making whistling noises with my mouth as I made the sound effects for the wind in our free Demo… but that wasn’t going to cut it. We needed professionals who love the game, love music, and love adding in detailed sound effects. And we found them!

 

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October 2017 – Crazy Traveling

This month marked the most traveling I’ve ever done in such a short period of time. For some reason, October is designated as “every conference all at once month.” Don’t ask me why…

It seems weird to mention this in our Year In Review because none of these shows were originally intended as “marketing shows.” That means I didn’t go to them expecting to advertise Where Shadows Slumber. Rather, I just wanted to be an anonymous indie developer. That’s why Jack didn’t need to come to these either – we’re trying to minimize the amount of time he takes off from work, so that he can cash those vacation days in for when it really counts. (Or just for actual vacations!)

Anyway, it turns out I suck at being incognito. I won 2nd place at a game pitching contest when I went to Seattle for the last Mobile Games Forum ever, and then got to demo Where Shadows Slumber at IndieCade’s GameTasting event for a few hours in Los Angeles. Whoops! Unite 2017 in Austin, Texas ended up being the best one for networking. I highly recommend that show if you are a Unity developer! Meeting the people who built this game engine is an incredible resource. You can read my recap posts if you’re interested in getting my brutally honest take about what those shows were like.

 

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December 2017 – Ask Me Anything Event

We ended the year by taking your questions on the website AMAfeed. This website simulates the “AMA” threads that are really popular on Reddit. We got way more questions than I expected, and I answered them all – so if you’re dying to know the innermost workings of our hearts, check out our archived post.

This experience was great. It was like a trial run for a Reddit AMA, which I expect would get more traffic, but would be more demanding. We’ve decided to keep a bank of answers to commonly asked questions on hand, to make sure we can answer questions faster next time! We’ll look into setting one of those up on Reddit. If we do, we’ll post any information about it here to this blog.

 


 

As you can see, 2017 was a year marked by both hectic travel and silent, unrecognized work. It’s not flashy to talk about the long nights we spent in front of the computer plodding along, or the snippets of time we found in our lives to work on this game. People usually want to hear about the big stuff (when’s your next show?) but the hour-to-hour details are harder to chronicle. Rest assured that every big show we attended was book-ended by hours upon hours of work, as we strive to finish Where Shadows Slumber as soon as possible.

Whether you’ve been following this blog all throughout 2017 or you just joined us, we hope to have your support in 2018. Please continue to share our free Demo, our website, and this blog with people in your life who enjoy indie games. Our goal in 2018 is to finish what we started and offer the world a beautiful experience they’ve never seen before. Knowing that there’s an audience out there waiting to enjoy it is a powerful motivator! Get in touch with us by following us on Facebook, Twitter and Instagram, or just by trolling us in the comments [ ^_^]

Happy New Year!

 

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Do you have any interesting resolutions for New Year’s? Let us know in the comments. Thanks for reading!

Frank DiCola is the founder and CEO of Game Revenant, a game studio in Hoboken, NJ.

Join The Conversation

Everyone has an opinion on everything. If that’s true, then why is it so hard to get people to talk to us about Where Shadows Slumber?

 


 

My name is Frank DiCola, and along with my friend Jack Kelly we’ve been maintaining this blog and developing our game Where Shadows Slumber together for a while now. The game is launching soon, but we’re not announcing a specific release date to the public yet. Regardless, now is the perfect time to get feedback on our game. We’re “landing the plane,” so to speak.

It’s too late for broad sweeping changes, but now is the perfect time for you to nitpick all of the tiny details in our game. If you tell us to fix it, we’ll fix it before we launch the game on the App Store – and that might save us from getting a negative review from someone else who notices the same problem!

If you tested the game at any point during the last year, you probably heard us wave away from criticism because we’d “handle it later.” Well, now is later! We appreciate your broad feedback then, and we could really use your specific feedback now.

OK, now that I convinced you to join our fan club, let’s talk about how you can join the conversation! This blog post is dedicated to discussing the various channels we’ve setup for feedback. No matter where you make your home on social media, there’s an avenue for you to use to contact us!

 

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The Game Revenant Discord Channel

This one is pretty recent. If you have the app Discord on your computer or phone you can join our public channel. We’re still getting in the habit of posting screenshots, videos, and blog posts in the chat. But we’ll use it more if more people join!

Link to the Game Revenant Discord Channel: (link)

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Discord’s chat system, as we discuss how best to decorate one of the game’s Levels.

I plan to use this Discord for future projects even after Where Shadows Slumber launches, but it’s safe to say that this will be dedicated to this game for at least the next two years or so. Feel free to join or leave anytime, just be sure to introduce yourself when you jump in the chat! Obviously, I retain the right to kick you out if you’re being rude to the other people in the chat. But I promise not to remove anyone for criticizing our game – that’s the whole point! It’s hard to offend me and Jack, so don’t worry about that.

Although Discord supports voice chat, we usually just use the text chat. A voice consultation in a private channel with Frank is available upon request.

 

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Facebook: The Chamber of Judgment

We’ve had this private Facebook group up and running for a while, but it’s difficult to get in the habit of posting to it. We haven’t quite hit the critical mass of people yet needed for this to work. So, join the conversation!

Link to the Chamber of Judgment Facebook Group: (link)

Similar to Discord, this is a space dedicated purely to discussing the game and giving feedback to developers. Anyone with Facebook can join for free! If you live on Facebook, this is the best way to give us feedback.

 

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Cartrdge, an Artistic Community

Our Cartrdge page is one of the online communities where we have the least control over the conversation, but we’d still appreciate it if you check it out! Yes, I spelled that right. Cartrdge is a super cool website for game artists to post their work. You’ll find everything there from super awesome shaders to physics demos to entire voxel cities.

Link to the Where Shadows Slumber Cartrdge Project Page: (link)

I love scrolling through the home page there just to see what everyone’s working on. It’s one of the best designed portfolio websites I’ve seen, and we’ve been selected by their Editors once or twice so far. You can also leave comments on posts, so make an account with them and be on the lookout for our stuff. Give each one a Like and then share your opinion with us!

 

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Roast My Game

This poor website seems to be on its last legs. But the concept is so genius, I wish it would stick around. It’s a website for indie developers to post their projects, get feedback, and climb the Leaderboard to the top! You should sign up there and give them a morale boost. They explain the concept better than I could:

“One of the biggest problems that a game dev faces as they create a game is gaining a sort of “mothers love” for their game. This prevents them from being able to properly determine its flaws. Friends and family members tend to sugarcoat their feedback to avoid from being discouraging but this actually harms more than it helps. Roast My Game is a site created to help game developers gather ‘sugarfree’ feedback on games they are working on and to inspire other game developers by sharing development progress. [emphasis theirs]

Link to our Roast My Game page: (link)

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A typical comment in response to our Demo, and a reasonable reply in progress.

We posted our Demo to that site last year and got some good feedback. Tragically, there just aren’t enough people using Roast My Game. My suspicion is that everyone on there is like me – they want feedback, but they don’t want to play other people’s indie games. Too bad!

 

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“Ceiling… what are YOU doing here?”

What Did We Miss?

This is super important so I’ll close with this – what have we missed so far? Are you angry that there is no Where Shadows Slumber Subreddit? Perhaps you feel like we’re neglecting TouchArcade, Instagram, Pinterest, or some other online community you love?

I’ll be pretty frank here (ayyy) and just let you know that if there’s a guaranteed community out there, we’ll come to you. I know nothing about Pinterest. But if you know of 1,000 people out there who love indie games and would boost us on Pinterest, I will learn and become the Pinterest master. We don’t care, we just want to promote the game and get honest feedback from you before our game hits the cruel, unforgiving free market.

Leave a Reply under this post with a community you’d like to see us join. We hope to see you on the interwebs!

 

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Hey! Join the conversation using the links above this. What are you doing reading this blurb? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

State of the Art – November 2017

Welcome to State Of The Art, November 2017 edition! This monthly progress report is written by Frank DiCola and is focused entirely on how the game’s visuals have improved in the past month.

<Don’t forget to add in some lame excuse about Thanksgiving before you post this>

Without further excuses, let’s explore the major leaps forward we took in November!

 

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The Game’s First Level, “Fallen”

It took me a while to get around to doing this Level, because there’s a bunch of triggers I had to animate and I didn’t feel like doing those. For the longest time, Level 0-2 has been our de facto “first level.”

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But the game really begins here, along this spooky Forest path, where Obe first encounters the Lantern. You can watch the entire Level in the video below, since it’s so short. (Just ignore the missing sound effects and animation polish, all of that comes later.) Jack and I have a rigid philosophical stance when it comes to game design: we don’t like using text to tell players what to do. That’s annoying! So this Level is designed so that people can learn how to walk. It’s impossible to avoid picking up Obe’s lantern because he automatically does that when you walk on the first open space in the clearing.

This Level didn’t take too long once I actually sat down and did it. Since Obe can only walk around the center of the Level, and his light radius is quite small, there’s a lot of art I can intentionally ignore. This may seem lazy, but there have been times in the past where the opposite has occurred! I’ve done beautiful artwork around the edges of the Level only to be dismayed to find the light never reaches there, and players will never see it. But I still see it. In my dreams.

 

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Level 4-3, “Ramparts”

One of the most ambitious Levels we planned for the game has you scaling the ramparts of a city wall as you climb to the palace on top. It’s a transition Level, which makes it super important for the story. The first two Levels in this World take place in the slums, and the final two Levels in this World take place in beautiful palace gardens. We need a bridge in between those two, otherwise the jump from one to the other will be too abrupt for the audience.

Enter Level 4-3, “Ramparts,” a vertical bridge between two different worlds separated by economic class and power. It’s easier to show you than tell you! We begin on the street, with the dogs.*

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*Dogs not included

Then there’s the middle section:

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On top, we can see the palace architecture more clearly:

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This Level took forever for Jack to make and for me to decorate. Even now, it still needs an extra coat of paint! The puzzle isn’t difficult, but the vertical nature of it means we need to cover up a lot of the screen. I want to put more plants closer to the top, which I didn’t really have time to do yet. Plant life would indicate that even in this barren desert, the wealthy King who lives in the castle gets to be surrounded by beautiful foliage.

 

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Paradise Begun

The game’s final World is a beautiful island paradise floating in the sky. This is somewhat of a story spoiler, but we’ve blogged about it before so I’m not too concerned. Read on at your own peril, I guess?

It’s taken me a while to return to this beautiful setting. Anything that comes last in a video game usually gets the least attention. It’s regrettable, but understandable. After all, if you see a movie in theatres, you often see 100% of it.  Unless you leave in the middle for some reason, you’ll experience the beginning, middle, and ending. But video games are different. Only a fraction of players make it to the end of the game, but by definition anyone who plays a game experiences the first 5 minutes. That’s why those first 5 minutes are so crucial and get so much special treatment.

I’d like to break the chain, if I can. I want people to feel rewarded for getting to the end of this difficult puzzle experience. Here’s the current progress on World 7, which I just started last week. They’re in rough shape at this stage, but you can get a sense of where I’m going with these.

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Level 7-1, “Ladder” is all about compiling a ladder from a bunch of broken pieces. The ladder comes together using the shadows from that conveniently specific rotating object. It’s harder than it looks! I designed this one and I forgot how to solve it. Good luck!

On the first landing, we get a chance to show off that majestic Bermudian inspired architecture I love so much. If I have time, I’ll even include a cool dude relaxing on a chair just to show how far removed this World is from everything below.

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Level 7-2, “Pond” is due for somewhat of a re-do. The major thing I forgot to include here was a pond in the center where that button is. We want some kind of a sacred grove with a sacred button because that’s how you solve this Level – you need to use the center piece in order to drag boxes around and cast the shadows you need to fix the ending staircase.

This is where design and aesthetics conflict. The pathways we need are very specific and jagged, but the “look and feel” we want is uniform and symmetrical. It’s a tough compromise. I’ll return to this one and remove that weird green rock path (a placeholder) and try to do something closer to my original “Toolkit” Level I posted so long ago:

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(This isn’t a Level in the game, but rather spec work I did a few months ago when I was beginning each World’s “Toolkit.” But that center pond is making a comeback, just wait for it!)

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Level 7-3, “Tower” isn’t very far along, but it’s such a cool design I thought I would tease it here. You need to see a video of it in action to really grasp what’s going on, so no more for you just yet! Be patient [ ^_^]!

 

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User Interface Sketches

Generally I prefer not to show off drawings that are not part of the game. But Jack and I just started on the user interface design, so it can’t hurt to show you a tiny bit of what I’m working on…

 

It may seem late in the game to handle this, but we decided long ago that we don’t want a complicated user interface. Above, you can see that our Levels contain all the features that a Main Menu would normally have. We don’t really like having a separate menu detached from the game, so you can access all the key stuff just by “pausing” the game.

Note: this is just a Photoshop design. We haven’t coded this in yet, and not all of the buckets you see above are necessarily being included in the final game. For example, being able to take a picture of the Level is an important social feature, but it’s not essential for the game’s launch and may fall by the wayside.

Interacting with phone features is a big pain and it’s one of the toughest things about game development. Making your game work on every single tablet, flip-phone, e-reader and seashell Kindle out there is a nightmare. Maybe we’ll write a blog about that topic once we get more into the weeds of cross-platform development…

 

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See You Next Year!

The next time you read this particular blog series, it will be 2018 and I’ll be recapping December. Man, where does the time go? This year has gone blazing by!

This month, I hope to finish World 7 and move on to polishing up each Level. That work is highly specific, which is why it was left until the end.

Polishing the Levels will intersect with working on the game’s cutscenes. That’s because some of these Levels have animated characters in them. I’d like to be sure that the animated characters I create work well in both settings, to save myself time later. So don’t be surprised if next month’s update is a bit of a mixed bag. That’s the way it’s going to be from now until the game launches!

 

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We hope you enjoyed this update about the game’s artwork. Have a question about aesthetics that wasn’t mentioned here? You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Frank Opinion: Why Our Game Is Premium

Believe it or not, Jack and I don’t spend every waking minute of our lives with our heads buried in our computer screens working on Where Shadows Slumber. Occasionally, we take the time to read up on current events in the game industry!

The big news of last week was Star Wars Battlefront 2’s controversial loot-box system, and how EA and Disney tried desperately to pull up as their starship careened toward the surface in a full nose-dive. I’m not a journalist, so I’ll let you look up the story on your own. Personally I’m a huge fan of this YouTuber YongYea – watch the last 5 or 6 videos on his channel and you’ll get the full story. (Coarse language warning – YongYea gets pretty passionate about this subject.)

Honestly, the headlines of these videos alone are enough to give you the idea. Are you an expert on lootboxes and the EA controversy yet? Yes? Great, let’s dive right in!

 

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Why Are You Blogging About This?

It may seem odd to bring up EA and Star Wars Battlefront 2 in a blog that’s dedicated to following the progress of our mobile puzzle game. However, Jack and I write these blogs for a few reasons. Progress updates are great, but sometimes we like to take the time to spill our guts and let you know exactly what we’re thinking and why we made certain key decisions along the way.

Recently I attended the Mobile Games Forum. As I wrote in my blog post, I felt a bit out of place at that conference. Industry executives are really moving away from premium games! Nearly everyone I met was either a free-to-play developer or an ad network executive trying to sell us their services. Sometimes I felt downright insulted by the comments these guys made towards me and my “ancient” business model. I heard things like “the market is only 7% premium these days” and “game developers are the only ones who miss the premium model.” At the limit, I heard the scariest thing imaginable: The premium market is dead.

So I’d like to take this week’s blog post as an opportunity to talk about the recent controversy with EA, and relate it to the apparent death of the premium business model. But first, we need to define these terms in case I’m using technical jargon you’ve never heard before. (This is an educational blog, after all…) Then we need to mention some disclaimers so people don’t flame me in the comments section.

 

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Disclaimers and Definitions

Before we dive in – what the heck am I talking about? To someone who doesn’t study the entertainment industry, this blog post is probably a bit confusing so far. Here are the terms I’m going to use, and what I think they mean. Hit me up in the comments if I make a big mistake and I’ll update the blog.

PremiumYou see a game on the App Store. It costs 5 dollars. You pay the money, and download the game. You play it. You never have a reason (or the ability) to spend more money in-game after this point. There are no advertisements or “time-wasters” in the game.

Free, With Ads: You see a game on the App Store. It costs 0 dollars to download! You download it for free and play it. During the game, advertisements for real-world products pop up at regular intervals. These can be images or videos. The developer makes a fraction of a cent for every ad you watch or click. You may also be given the option at times to opt into watching an ad to get some kind of in-game bonus.

Free, With In-App Purchases: You see a game on the App Store. It costs 0 dollars to download! You download it for free and play it. During the game, you notice that certain player abilities, player accessories, or levels are locked. To unlock them, you need to spend either an in-game currency, or a real-world currency like USD. The in-game currency doesn’t go nearly as far as the real-world currency, usually at a conversion rate of something like 100:1. You can do everything in the game without paying money, but it takes a ton of time.

Grind: Known as grinding or “the grind,” this is the process of doing something repetitive in a game in order to earn enough currency to buy something. I assume the name came from the agonizing process of pushing a millstone around in circles in your bare feet.

Lootboxes: Digital grab-bags filled with randomized treasure. Lootboxes are often purchasable in-game with in-game currency, but the grind to get them is time intensive and dull. These lootboxes can always be purchased at a great discount with real money, so the incentive to pony up is always there.


 

Finally, I want to mention that there are plenty of free games I have played and enjoyed.

I used to play League of Legends with my friends when we were all into the game – that one is Free, With In-App Purchases. Because you never were able to buy powerful items in League of Legends, I never spent money on the game or even felt like I needed to. In that game, you only purchased different costumes for your heroes. I felt it was a good way of doing that model, and Riot Games has been quite successful.

Currently I really enjoy the digital card game Hearthstone, which is also Free, With In-App Purchases. That one is dicier because they have lootboxes in the form of card packs. Since you can buy card packs to get good cards and put them in your deck, they’re essentially selling power. I think they get away with it because Blizzard still has a good reputation. Also, this business model is as old as the real-world card game Magic: The Gathering. Perhaps players are used to it by now. However, the pay-to-get-good-cards model is harming their ability to capture new players, so not all is well in the land of Azeroth. The impact of this business model remains to be seen.

Nintendo’s Animal Crossing: Pocket Camp just launched today and I’m definitely going to play it no matter how weird it is. I love Nintendo, I love Animal Crossing, and I’m well aware this is probably going to be a free, with in-app purchases minefield. By this point though, I’ve gotten pretty good at playing these games without paying a cent.

Now that you know I don’t hate every single free-to-play game, let’s talk about why this business model can easily be corrupted.

 

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The Right Way and the Wrong Way To Do This

Let me tell you what I like about free games when they are done correctly.

In my view, when a game lets you download it for free and largely ignore the in-app purchases, consumers will enjoy the experience. I get a strange sense of accomplishment knowing that my Hearthstone deck, which I built over time for free, can beat some nerd who paid $100 in card packs. The reason why I don’t play games with ads is because there’s no way to ignore them – they are shoved into your face on purpose.

This is what makes Star Wars: Battlefront 2’s lootbox system so egregious. They’ve gone with the controversial Premium, With In-App Purchases model. Recently, this has only been done successfully by Overwatch, probably due in no small part to Blizzard’s stellar reputation in the industry. More importantly, Overwatch’s lootboxes never contain any items that materially affect gameplay. It doesn’t matter how beautiful your costume is – you’ll still get dunked by a regular player who didn’t pay for lootboxes if they are better at the game than you are.

EA has flipped the script, totally ignoring cosmetic items and focusing instead on selling Star Cards: boring passive abilities that make your character better in unexplained, unrealistic ways. By selling players the random chance to get incredibly powerful abilities and forcing other players to grind their way to these same powers, EA is simply setting free players up to fail. After you’ve paid $60 for Star Wars: Battlefront II, you really haven’t finished paying for the product. What’s worse is that now you don’t even get the option of laying out more money to get what you want – such as the ability to play as Darth Vader – but instead you need to gamble with your time and money. Whatever happened to video games just being fun experiences? Aren’t we in the entertainment industry? One side (developers) is not respecting the other side (players), and the players are largely just accepting this brutal beat-down.

 

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Premium: A Business Model Based on Mutual Respect

Finally, the conversation can return to Where Shadows Slumber, our upcoming premium mobile puzzle game. It took me a while to lay the groundwork for this, but I wanted to show you where my thoughts were coming from.

Jack and I didn’t choose this business model flippantly. It’s not like we had the chance to make a free-with-ads game and then said “eh, what the heck. Make it premium. Who cares?” There were a number of factors at play when we made this decision, back in 2015.

1. Inspiration from Monument Valley: As we’ve noted many times, the premium smash hit Monument Valley and its successful sequel inspired us to make this game. They offered the game for a premium price, and only charged players more money later when they created more levels. That always seemed more than fair to us. If they made millions, why can’t we?

2. Game design: Similar to the point above, we decided that a linear level-based puzzle game just couldn’t be reconfigured to work with a free-to-play business model. Our entire game was based around the business model: an assumption that this was a relaxing, creepy puzzle experience waiting to unfold before you. Your character can’t die in our game, and there are no enemies. That means we can’t sell lives or power-ups. Since the game is a finite single-player experience, we wouldn’t get much mileage out of selling cosmetic items. Who cares what the character looks like? The game lasts just a few hours and there’s no one to impress. We could put ads in-between levels, but there aren’t even a ton of levels so we wouldn’t make much money per player. We simply never had any desire to mutilate the concept of our game in order to make room for a pigeonholed free-to-play business model.

3. Hedging our bets against free-to-play: Every bubble bursts eventually. Right now, the business executives making these decisions are looking at the success of their competitors and simply copying them. This is often called reactive development. Responding to the environment around them, business executives see that every game is free to play and decide to follow suit. But I think it’s better to be proactive and look toward the future. Next year, when our game launches, what will players think about the game industry? Will they have a negative or a positive reaction to a $0 price tag on a game? Has Star Wars: Battlefront II poisoned the well? Jack and I are taking a gamble by pursuing a business model that makes very little money. But we do so with the confidence that free-to-play’s stock is falling, and an informed group of players are getting tired of seeing good games get ruined by the greedy demands of executives.

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This Industry Needs Mutual Respect

The thing that combines the three points above is the principle of mutual respect. Call me old fashioned, but I’m used to the traditional way of doing things.

As a player with money to spend, you scan the market for interesting video games. Something catches your eye – it’s a beautiful indie puzzle game about a strange priestly-looking dude with a lantern. The puzzles in the game are weird. Objects in the level change with shadows? You’ve never seen that before.

Before you take a leap of faith with your money, you try the free Demo on the store. It’s polished, the puzzles are quirky, and the story ends on a weird cliffhanger. Curiosity overwhelms you and you’ve made up your mind! You’re going to buy “Where Shadows Slumber.”

It may not seem like it, but this is a sign of respect. You’ve trusted us with your money. You respect us enough not to pirate the game or just watch someone playing it on YouTube. You trust us to deliver on what we promised in our Demo. You believe that our screenshots are genuine, and not Photoshopped to make the game look cooler than it is. Even though we’re indies straight out of college, you take a chance on us instead of taking your business elsewhere.

In turn, we as game developers should respect you. We should respect you by delivering on our promise, giving you an entertaining experience that matches or exceeds the value of the money you’ve paid. This is where my disdain for in-game advertisements comes from. It’s impossible for me to see it as anything other than a show of disrespect. When someone entrusts you with their time, how could you shove a commercial in their face and then demand they pay up to prevent their time from being wasted?

Time is the most precious thing we have as human beings. I’d gladly pay any sum of money for more years on this Earth, and more years for the lives of my loved ones. This is impossible, but the urge is always there. That’s what EA is exploiting when they devise a system that requires players to grind for 80 hours just to unlock one character. They’re holding your entertainment hostage and asking you to make a terrible choice: give up your time (precious) or an unknowable sum of money (also precious, in large quantities). By some estimates, you would have to spend close to $2,000 just to guarantee that you’ll unlock all Battlefront II has to offer. You’d never spend that much on a game upfront and they know it. In a sign of disrespect, they’ve devised a system to coerce you into playing their game or paying a ton of money over time without realizing it.

If that’s what the premium business model died for, it died in vain.

 

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Moral Arguments Require a Virtuous Community

It should be obvious by now that I’m not making a business case in favor of the Premium model. It’s dead or dying, and I get that. I don’t have any numbers to back this up. All I’m saying is that there’s a morally right way of delivering entertainment, and a morally wrong way of doing it too. Some publishers like to dance close to the fire, and EA jumped right into the furnace. (There’s a business argument for you – reputation matters.) But since this is a moral argument, it requires a community that cares about right and wrong in order for it to carry any weight.

Jack and I will need your help to pull this off. We want to be able to pay Alba and Noah and give them a good bonus through sales of the game. We want to be able to repay Caroline for her work on the website. I want the sales of Where Shadows Slumber to lay the foundation for Game Revenant’s future so I can be in business on my own. I want this game to make enough money so Jack never has to work another day in his life, especially after the sacrifices he’s made to create this beautiful game.

In order to do all of this, we need your help and we need it now! Now is the time to share this article with a friend, or show them our game’s website. If you haven’t downloaded the game’s Demo, do it today and send the link to a friend. Sign up for our newsletter so you can be there for us on day 1, leaving a good review and boosting our standing in the app charts.

Remember that there are four ways to vote in this marketplace:

  1. With your money – a symbol of what you place value on and what you do not.
  2. With your voice – what games are you talking about and sharing on social media?
  3. With your ratings – a sign of how you think other players should view the game.
  4. With your time – everything is tracked these days, and play time equals support.

 

Premium isn’t dead – but it will die when the gaming community overwhelmingly votes to support disrespectful business models and neglects to support indies. Big publishers like EA are probably beyond saving, but Game Revenant isn’t.

Not yet.

 

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The views expressed in Frank Opinion don’t represent everyone working on Where Shadows Slumber. You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

 

Our Demo: 1 Year Anniversary

One year ago, on November 1st 2016, we released a free Demo build of Where Shadows Slumber to the world. This marketing build has just 10 Levels and a cutscene at the end, yet it’s been downloaded hundreds of thousands of times by gamers all over the globe. We don’t get a chance to talk data often, but this post is dedicated entirely to discussing the performance metrics of our Demo. Towards the end, we’ll answer the burning question on your mind: was it worth it?

 


 

 

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Google Play Lifetime Stats

The Demo performed the best on the Google Play store. I have a feeling that’s because the Demo is free, and people on the Google Play store tend to be younger / less willing to pay for games. When they see a free game that looks beautiful, of course they’re going to download it! Let’s dive into the Google Play Console and check out some of our stats…

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Left: the chart of app installs. Right: the chart of app uninstalls.

Installs and Uninstalls

First, the obvious: we’re two no-name developers living in Hoboken, New Jersey and 250,000 PEOPLE DOWNLOADED OUR GAME ON ANDROID!!!

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*Ahem*

The lifetime chart of the Demo on Android shows that it went live in November and hit its peak in December, probably due to the Christmas holiday. I think it’s interesting to note that the first two months an app is live appears to be “prime-time.” Look at all those downloads!

Yet, even though we hit our lowest point (since the November we launched) in May 2017, we’ve consistently gotten more downloads every month after that. Rather than plateau, the app continues to outdo itself month after month. That’s crazy. I’m proud of that, and I hope this month’s downloads eclipse October’s, which is 26, 467. That’s pretty tough to beat!

Of course, the downside is that nearly everyone who installed the app promptly uninstalled it, most likely after completing it. I’m not shocked by that. This is just a demo. People want to play it and then get rid of it – it doesn’t really deserve to stay on their phone. I expect this behavior will continue with the final game, save for a few thousand people who feel sentimental and can’t bring themselves to delete it. I’m pretty ruthless when it comes to clearing space on my phone’s hard drive, so I don’t blame people for not sticking around. You might say our “retention” is terribly low. But I also don’t think it matters for Premium games the same way it does for Free games.

 

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Top: Our rating. Left: A chart of our rating over time. Right: A sample review.

Ratings and Reviews

As you can see in the charts above, our lifetime rating is quite high and we’ve received thousands of ratings. People have responded very positively to the Demo! The majority of our ratings are 5 Stars (4,149) with only a sliver of negative 1 and 2 Star reviews.

The graph of our rating is interesting. Starting with a perfect 5 Star rating at launch, we slowly drip down to a 4.6 (the bottom of the graph is 4.6, not zero!) by May 2017. Then, as indicated, the build adding a finale cutscene goes live. From there, our ratings steadily increase to the point we’re at now.

This is a really important moment in time, because Jack and I were nervous about how the story would be received. It’s a bit off – not quite what you’d expect from a puzzle game made in the image of Monument Valley. We expected more negative reviews. Instead, they’ve been largely positive. We kind of left people on a cliffhanger and they’re eager to find out just what the heck is going on.

At right, you’ll see a common review. Most of them are like this: people love the game, say they’ll buy it, but are disappointed that this is just a Demo. Truly, I have no idea how people missed this! The title of the app is Where Shadows Slumber Demo (Beta). There’s two keywords in that title that would tell you this is not a finished thing! But you can file that under “nothing is too simple for people.”

If you want to read more reviews, go to our Demo’s Google Play app page and flip through them. I could read them all day, but it would make my head get too big.

 

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The top 5 countries that downloaded our Demo.

Who Is Playing?

The top five countries that downloaded our game are South Korea, India, the U.S., France, and Mexico in that order. France and Mexico are nearly tied, and the U.S. isn’t too far ahead of them. But India has double our installs, and South Korea blows everyone out of the water. What the heck is going on?

It’s important to note that Jack and I went through the arduous process of paying for 14 languages of translated text and put them into the Demo. That means Indian players see the game’s app page in Hindi, as well as the in-game text. That’s a big deal. It means we’re meeting people where they are across a global market. We didn’t translate the game into any African languages, so it’s no wonder that entire continent is grey except Egypt. (We did translate the game into Arabic…)

Free games are really popular in Asia. To the extent that this Demo is a “free game,” that explains its success in South Korea and India. After all, it is a game that costs no money. So it is technically a free game! I do not expect this same success once the game costs $0.01 or more. We’re going to have to target the Asian market with a lower price than normal, or perhaps even a try-before-you-buy method where the first half of the game is free. Don’t get me wrong, I’m happy that these people downloaded our game and clearly loved it. But when the business model flips and we ask for their cash up front, I don’t expect to see South Korea or India to even make it into the top 10 list.

 


 

 

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App Store Performance

The App Store’s analytics aren’t quite as easy to decipher as Google Play’s… also, our performance on Google Play dwarfed the App Store in every possible way!

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From iTunes Connect – a chart of our App Units.

App Units vs. Impressions

Our performance on Apple makes more sense to me. We only “sold” 32,285 app units. We got over 200,000 lifetime impressions, but I don’t know what that means! That may just be when someone sees the game but doesn’t necessarily act upon that.

The chart of our downloads follows a pretty standard “flash-in-the-pan” trajectory. This may be partly because we were never able to upload our language translations to the App Store. I’ll discuss that a bit more when we get to my conclusions, but that’s my guess as to why we plateaued in May and never really rebounded.

It should be stated that App Store customers are the polar opposite of Android people – App Store customers probably want paid games and see “Free” as a mark of low quality. I expect these numbers to swap when the final game is released.

 

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Our dashboard for monitoring reviews. Note the total in grey on the right.

Ratings and Reviews

We didn’t get nearly as many reviews on the App Store – just 26 in one year. That’s probably all an indie developer can expect, but it doesn’t explain the disparity between this and Android. The reviewers were quite kind, and we have a 4.9 out of 5.0. However, with such a small sample size, that’s not as impressive.

 

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Who Is Playing?

Surprisingly, China is our top country on the App Store. I didn’t even know we had access to the Chinese App Store! I don’t know if we can trust those numbers. In second place we have the United States, and then Russia, Japan, and South Korea. These numbers are too small to really tell us anything meaningful, except that we should focus our efforts on China for the iOS release of this game!

 


 

 

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Amazon App Store Performance

The Amazon version of our Demo went up earlier this year, but there’s no way to really see how much traffic it has gotten. My guess is that no one besides Jack and I have seen it, since the only review is one that I left on the company account.

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My very serious review

If you have a Kindle or a Fire, please check out the Demo there! We’re doing a lot by trying to be on as many platforms as possible, and we could use the testing feedback.

I hope things will be better in the future with Amazon, but this isn’t promising. The company has gifted us four mobile devices to use for testing, as well as a guaranteed spot on the Amazon App Store feature banner at a time of our choosing. Let’s hope they have the install base to make it worth our time! We will not be coming to Windows Phone since those devices have been discontinued – I hope the same fate does not befall Amazon.

 


 

 

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Retrospective: Was It Worth It?

After having our Demo available for free all this time, people often ask us “was it worth it?” What’s the point of releasing a demo so far in advance of the actual game? Don’t you want those people to pay for the real version? Won’t they forget about your game by the time it launches? Does anyone even make demos anymore?

That’s true – mobile gamers who stumbled upon our Demo a few months ago probably already forgot about us. They’re not eagerly anticipating the release of the final game. It probably isn’t even on their phone anymore! Just because this game is the center of our world, that doesn’t mean we can expect the same loyalty from some people who played a 15 minute trial. (Shout out to everyone reading this blog, because the previous paragraph clearly does not apply to you!)

It’s fine though, because none of that was ever the intended purpose of the Demo. All we needed were the following things:

  • A proof of concept that shows we can actually make something great
  • Something that claims the name Where Shadows Slumber before anyone else
  • quickly deployable version of the game to showcase at events
  • An easily submittable build that we can send to judges for contest submissions
  • Something that gives us experience dealing with the App Store and Xcode.

By these metrics, the Demo was a whopping success!

We proved to ourselves and our fans (and shadowy unnamed figures who can’t be named) that we can put together an awesome small indie game. Making something a little larger would take more time, but we already had the talent and the drive.

Judging by a Google search of “Where Shadows Slumber”, no one else has been able to claim that digital territory except for an old song from 2007. We’ve been in Google’s search algorithm for over a year, which can only help us in the long run when people try to find us online.

“The Demo has given us an air of legitimacy that many indie developers never consider when releasing their game into the wild.”

Any time we go to an event and the current build of the game isn’t ready to show real people, we just default to the Demo and it’s no problem! In fact, those events go even smoother than when we try to show off the development build. As for contests, having a no-strings-attached build out in the wild makes online applications a breeze. I’ve already got a folder filled with screenshots, videos, and a recent .APK that I can throw in there. I don’t know how many festivals want to feature our Demo, but at least they’ll remember us when we return next year with a finished game.

The App Store is an odd one. Technically, our Demo shouldn’t even be on there because Apple forbids you from submitting them. We slipped through the cracks five times! I don’t think that’s an endorsement of our talent, but rather an indictment of Apple’s system of judging builds. Perhaps we’re on borrowed time, and they’ll delete it any day now. Who knows? It doesn’t matter – between our Demo and the previously released SkyRunner, we’ll be Xcode pros by the time we jump in there a third time for the final release of Where Shadows Slumber.

In the end, it was definitely worth it to produce our Demo. Yes, it’s maddening to watch our game grow better every day knowing that people’s only conception of it is a year-old marketing build. But it will all be worth it in the end when we get to show the world what we’re working on! The Demo has given us an air of legitimacy that many indie developers never consider when releasing their game into the wild.

In the meantime… (I’ll have to train myself to not say this automatically, because I’m so used to it by now) …download our Demo. It’s free!

 

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Thanks for reading this long-form business analytics update. If you came here from Reddit, please be kind! You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

The Last Mobile Games Forum Ever!

Last week I went to Seattle for the Global Mobile Games Forum. It was my first time going to the event and I didn’t really know what to expect. It’s also the last MGF ever, but we’ll talk more about that later. Read on!

 

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Suddenly, Mobile Games Forum!

Originally, I wasn’t planning on going to the MGF. Usually I know which conventions I’m going to travel to, and I plan it out way in advance. With this show however, I was notified of it by a Mysterious Unnamed Person who was also going. He told me to check it out.

So I looked at their website, which didn’t have a ton of info, but it had a link to download an information packet. I put in my detailed info (email address, phone number, job title) and got the PDF. To my utter shock, I then received this message on LinkedIn from a woman named Louise Gibson-Bolton.

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This is a first – being invited to an expo for downloading a packet?

I assume she was monitoring the downloads and looking for more people for this show. I asked her what the catch was – no catch! They just wanted more people, especially developers, to come to Seattle.

Immediately, I was super suspicious of this. Who does that? Who invites a no-name developer like me to a show? What do the tickets normally cost? Did anyone else get this red carpet treatment?

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My decision – stay at the Belltown Inn. It was quite nice, and just three blocks from the expo.

I couldn’t say no to that offer! In addition to the free pass to the show, I was also going to be in Idaho the weekend before the MGF to attend the wedding of a close family friend. That meant travel was already paid for on the way over – I just needed to get a hotel quickly and then pay for a plane ticket home. Why not stay in Seattle and see what the MGF had to offer?

 

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Louise Gibson-Bolton Vanishes

During the opening keynote on the first day, the crowd got two unexpected pieces of news about the Mobile Games Forum. First, it has a new director named George Osborn (pictured above) who has worked on this show previously and is now in charge. Second, the show is being rebranded as Gamesforum, making this the last true Mobile Games Forum ever. The idea is to branch out into other platforms besides mobile, especially since many games are going multi-platform these days.

Louise, the woman who invited me, was nowhere to be found! I never got the chance to properly thank her. I gather that she must have been fired or forced out of the organization, because I can’t imagine why someone would quit in the weeks leading up to a really important show. Don’t quote me on that, though. The official line is “she’s since moved on.”

The reason I’m harping on all this is because there are some parts of MGF that were really disorganized, and some parts I loved. I choose to believe that the worst parts of this convention were due to team politics and shifts in management. My hope is that the new director can improve on this show and take Gamesforum in a better direction.

 

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Talk About The Convention, Frank

Please don’t assume that these blog posts are narcissistic bragging about my world travels. My goal here is always to give people a warning about what they’re getting into when they buy plane tickets and fly across the country to go to an expo. If you’re not an industry veteran, you’re like Jack and I – we never know what to expect and money does not come easily. Here’s my honest accounting of what the show offers and what needs improvement. I don’t score these shows, I just leave it to you to make a judgment.

 

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Sponsored Talks Are Dry and Fruitless

This might ruffle some feathers, but one thing I hope Gamesforum changes is relying on sponsored talks by companies. Not all of these were bad! I caught the last half of the EA Plants Vs. Zombies talk on the second day, and it had some interesting revelations about how they retain players.

But for the most part, the smaller the company, the more useless the talk. These minor players are clearly just trying to sell you something (“Buy Appodeal!”) and they don’t have enough experience to give you case studies you can apply to your own game. It’s really just a sales pitch disguised as a talk. Pass on these whenever you can. The Appodeal one in particular was just this dude reading from slides, and I still don’t really know what their business does. Because they were the main sponsor, this talk came right after a keynote by a woman from Minecraft. Sadly, MGF had a lot of “Appodeal” talks!

 

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The Panels Were Better

I actually really enjoyed a few of the panels at this show. They sat industry veterans down and just asked them candid questions about their business. The Mobile Games Forum is hyper focused on finance and marketing, so it’s not like the Games Developer’s Conference. You won’t find any info about how to make artwork, or music, or program – but you will get insights into developing business models and doing business overseas.

The panel pictured above was all about doing business in China. I always love hearing about other cultures – especially Chinese culture, because their government has a ton of crazy rules and restrictions keeping you from just putting whatever you want on the App Store. I’ll give you a quick one, it’s the most insane thing revealed by Hu Ning of iDreamSky about publishing games in China. Apparently, when you submit your game to the Chinese government for approval, you don’t send them a digital file. You send them a phone with the game installed on it! The rest of the panel was very illuminating!

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Some panels gave me a wake-up call. There was one panel about cloud-gaming that started with the blunt question: “are premium games dead?” Their conclusion: yes – premium is just 7% of the market at this point, and it’s shrinking. Yikes! Now, this panel was kind of just an advertisement for Hatch, which essentially markets itself as a Netflix for mobile games. But it also had a ton of depressing insights from developers like Ryan Payton, who told the audience a sad tale about how République was a financial failure despite releasing as a premium, episodic title with the full backing of Apple’s marketing team.

We’re not changing the business model of Where Shadows Slumber just because I got frighted at a panel. But we may be more open to experimenting on some platforms, especially Android, where premium doesn’t do well anyway. I never want to do ads or some kind of energy-store though, so don’t worry. (We even made an April Fool’s Day joke about that…)

 

The Food: Excellent

We never wanted for food at this show. Look at that menu! They had breakfast and lunch buffets, and even a snack bar around 4 pm when things were dying down. When I say a snack bar, I mean a literal buffet of candy. If that’s not worth the price of admission, I don’t know what is. This probably has more to do with the choice of venue, but hey – it’s a good choice and it should be noted.

 

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Go Home “Meet The Publishers,” You’re Drunk!

One of the messiest experience was the Meet The Publishers event. If you’ve been to publisher “speed dating,” you know what to expect: the publishers all have their own tables, and developers take turns making their way through the room in an orderly fashion pitching their game. Everyone has 5 minutes with each publisher, a bell rings, and it’s time to hand them your business card and move on.

Meet The Publishers at MGF was not like that at all. The publishers had their own tables, but there was no way of organizing the developers. George told everyone to kind of just find someone to talk to and go up to them. Developers often pitched their game with other developers right there. It wasn’t clear how much time each developer got, and George didn’t have a megaphone or a bell to ring when five minutes were up. Instead, he had to just shout over the din of the crowd when it was time to move on.

Some of the Publishers I talked to afterward were pretty angry about this. They wanted to see games, but since it was so disorganized apparently non-developers were going into the room and pitching to them. (“Buy Appodeal!”) George had to explain to these guys that this wasn’t the purpose of the event, but I can’t quite blame them for taking the opportunity. I kind of felt alienated since most publishers were looking for freemium games, and I got brushed aside by all but one.

We’re not seriously considering getting a publisher (except for China!) but I would have appreciated their feedback. Maybe I should just stop going to publisher speed-dating since we decided we’ll handle the global roll-out on our own…

 

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Adrian had a particularly impressive setup for Meow Wars.

Amazon Developer Showcase

I thought it was great that there were some actual games being featured at the show in the main hall! You could walk right up and play them, or talk with the developers. Or both! At a strictly business conference like this, sometimes it’s easy to forget that we’re publishing games, not virtual slot machines. There weren’t many, though – I think it was just Meow Wars, Cat Date, Tiny Bubbles, Tumblestone, and one other whose name escapes me. This section probably should have been larger.

 

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Marketplace

Nothing really appealed to me in the marketplace, which was a separate room where companies set up tables to sell their products. This would probably be more appealing if there were games here – or if the products were designed for a premium title. But, understandably, there were a lot of ad networks in this section.

PornHub had a table (not pictured) which I find extremely distasteful. There were no kids at this conference, but even so, it’s important to have standards about who you invite. I think the MGF can get by without PornHub’s $2,000 table fee, and I recommend they be more stringent about who is allowed to showcase at their events. If they want, I’ll pay them not to include PornHub and other such companies. This is hardly the place for a preachy article about how sex trafficking thrives on the porn industry, so I’ll move on and let you Google that on your own. Needless to say, I found that disturbing and I didn’t spend much time in this room.

 

Dinner

New Friends, and a Virtual Reality Party

Shows like this are great for meeting people! We had a great time going out for drinks and dinner before the official MGF party. This is probably the best reason to go to a conference like this, because you never know who you’ll meet – or where they’ll be working in 3 years. It’s a small industry, and everyone knows each other. So you have to make sure you’re part of “everyone!”

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This was pretty cool, too: the official party of the show had a few VR stations by this company Portal. They were showcasing mini-demos like the Star Wars VR experience, and larger titles like Valve’s The Lab. This is kind of where VR shines, honestly – a fun arcade experience where the expense is handled by someone else, and you have fun while looking goofy in front of your friends.

It was also probably not great that the party happened the night before the game pitching contest. Speaking of which…

 

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The Game Dev Showdown

There was a contest at the MGF to pitch your game in front of 5 industry judges. I knew about the contest beforehand, but I didn’t try to join it before I got to the show. On Tuesday, I just said “screw it” and went for it. They mentioned during the opening ceremony that there were two drop outs and I asked Anna if I could join. She told me I’d need a PowerPoint Presentation and a pitch ready to go by 1 pm the next day. I said “count me in!” and got the very last slot in the contest.

I was up until 2:30 am on Tuesday night, but I got it done! There were six games in all, many of whom were on display in the main hall of the expo center as part of the Amazon Developer Showcase. My pitch went quite well, and I got to use a clicker for the first time in my life. Afterward, people commented on how impressed they were with my polished delivery, especially considering I only had a day to prepare. I don’t mean to sound self-centered, but this is one area where I can claim some significance. I’ve done performing arts since 6th grade, and even some improv in college. It’s not a useless skill. My competitors were nervous, and for many this was their first pitch ever. Jack and I both did a bunch of acting at Stevens, and it’s a skill that stays with you – just watch his impromptu interview for PAX East if you need proof of that!

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Image Credit: Dean Takahashi of VentureBeat

You can see us lined up nervously on stage as we await the announcement. The winner was… Tiny Bubbles! It’s a polished puzzle game by Stu Denman, and it deserved to win. He went first and had a bunch of tech issues that weren’t his fault, so I was hoping they wouldn’t count that against him. Then he wowed the audience with his crazy bubble simulation physics, as well as a touching story of how his grandfather inspired the game’s design. Well done! (Thanks to Dean Takahashi of VentureBeat, one of the judges, for the photo above that was used in his article about Tiny Bubbles) Check out the Unreleased Google Beta for that game here, it’s awesome!

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Where Shadows Slumber won 2nd place (runner-up) in this contest, and they gave me a whole bunch of Amazon goodies! Pictured above is two Fire HD 8’s a Kindle Fire tablet, and an Amazon Fire TV. They also said that both winners would get a feature spot on Amazon’s App Store when we launch!

I was a little stunned when they announced this at the end of the second day. I had done it again – just like when I muscled my way into the Big Indie Pitch at GDC earlier this year – I won a pitching contest just by randomly entering at the last minute! Afterward, George congratulated me on my 2nd place win – not just because he liked the game, but because in his words “you stepped up.” If there’s anything to take from this article, that’s it. So much of success is about showing up, volunteering, and taking risks!

 

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Don’t Give Up On Gamesforum!

The Mobile Games Forum was a bit messy at times – but it’s over now. From here on out, it’s Gamesforum. Under the direction of George Osborn and Anna Bashall, I have confidence in the future of this conference. It seems like previous leaders put them in a horrible spot, where they had to run a conference on their own at the last second. I don’t envy anyone in their position.

With more time to plan and do things their way, I’m sure future expos will be even better. Hopefully they heed my advice about the corporate sponsorship and try to make talks more relevant even if they are disguised sales pitches. (“Buy Appodeal!”)

This team is based in the United Kingdom, so their next show is over there. I can’t make it to London for the first inaugural Gamesforum in January, but when they return to the United States I’ll look them up! Maybe I can persuade them to come to the east coast? (Psst, it’s a shorter flight for you guys!) In any event, I wish them the best of luck and I’d like to thank them for incredible opportunity!

 

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You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Check Out Jack In This PAX East Video!

Hey everyone, this week we’ve got something a little different for you!

Currently, I’m in Seattle getting ready for the Mobile Games Forum happening this week. Jack is back in Hoboken preparing for Playcrafting’s Halloween event, which is on Saturday. We don’t have a long blog for you this time, but we do have something that we’ve been sitting on for a few weeks now. On October 6th, I got this message from Christopher Wulf:

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Chris was also in the Indie Showcase, for his game “Ellipsis”

 

They Were Filming Us The Whole Time!

We totally forgot about this, but during the PAX East Indie Showcase back in March, they interviewed Jack and asked him all about Where Shadows Slumber. The video finally went online and it came out awesome!

I do have two complaints:

  1. How come I’m not in this?! \[ v_v]/
  2. How come they left out two of the five games from the Indie Showcase?

Obviously, the second gripe is more serious than the first. There were 5 games at the Indie Showcase, but for some reason only developers from Ellipsis, Bulb Boyand Where Shadows Slumber made it into the video. That seems a bit unfair, so to rectify that, you should go download Agent A and Tavern Guardians – the missing games! Both games are super fun and I’m bummed that they weren’t featured in this video.

Anyway, enough griping! Watch this, enjoy Jack’s impossibly deep voice, and we’ll be back next week with my thoughts on how the Mobile Games Forum went:

 

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You can find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.