Asylum: The Brutal And Honest Truth
Verfasst: 27.12.2016, 19:51
Dear Treffers,
Hope you’re all doing swell. I thought it was a good moment (happy holidays!) to stop by and give you a full status update about Asylum and what’s going on with my life. No, it's not that dramatic, I'm fooling around with the topic title. This past year or so I kept a low profile for a number of reasons, which may have given the community the wrong impression. So, I feel like I owe you this personal, straight to the point post:
First, let’s get this out of the way: Asylum is terribly delayed. We’re all aware of that. I fully admit we messed up the planning and overdid the production. The project grew out of proportions, even though its original vision and intent remains true: I wanted to create not just the spiritual successor to Scratches, but an adventure that pushes the horror genre as much as possible. Thus, we invested an inordinate amount of time in detailed graphics, believable characters, polished interface; you know, stuff to make Asylum feel modern and outstanding while remaining true to the adventure genre. I think we have succeeded, but it took way longer than expected.
That’s one problem, I guess: Asylum is not a commercial project, in a sense that it was never about making money. Had it been commercial, or a publisher had pressured us as it occurred with Scratches, we would’ve probably finished it a long time ago albeit in a completely different form. Maybe that would’ve been desirable, I honestly don’t know. What I can tell you is that Asylum –as it stands today– it’s the game we always wanted to do. I feel something most games are missing these days is a personal touch, something that makes them stand apart from each other. In that regard, Asylum is as personal as it gets. It’s a chunk of my life; when it’s done (and it will be done!), you’re going to play something I spent almost ten years working on.
Some have expressed concern or feel disappointed that I’m not traveling as much as I used to – in fact, I missed Gamescom twice in a row. Make no mistake: I love to visit Gamescom and the Adventure-Treff party. It was always my highlight of the year. But, two things happened: my financial situation is not as cool as it used to be, especially with ongoing economic problems in Argentina, and we have a baby now. Traveling to Europe is particularly expensive for us and we always used to mix vacations with “business” trip, which we couldn’t do for the past two years. It’s not that I don’t care or I’m not working hard enough; I’m sorrier than you are for not being there.
I can understand how all of this looks like I’m not interacting with the community as much as I used to. A mea culpa I must do in that sense is that Kickstarter made me a bit lazy when it comes to updates. I may have disregarded the broader community thinking (wrongly) that posting Kickstarter updates was good enough but, even though many of you have backed us, it’s still a fraction of the larger community of adventure game fans. Which is why I’m making this post, anyway.
Truth is, we’re intentionally keeping it fairly low key until we’re ready to disclose a release date for Asylum, which I’m hoping will happen sometime soon. It’s not like we’re super quiet, either: every two months or so, we release solid and tangible new stuff from the game, like that trailer last Halloween. But it’s true we’re not actively doing promotion or sending out formal press releases like we used to, at least not until we’re ready to make a lot of noise (which we will when we’re ready).
It’s also true that we made loads of changes, even though the core idea in the game remains intact, and took questionable decisions such as switching engines during development. From your side, it may look like we’re drifting aimlessly. From our side, I’m doing everything I can to ensure Asylum sells well. If it doesn’t, it truly would be the end of Senscape. Too much depends on Asylum right now (including my family). I’ve tried in a few occasions to have a side project to avoid betting so much on a single game with mixed results. The situation out there is tough as Hell – not just for adventures but indie games in general. I talk about this often with other devs and there’s a widespread concern about the status of the industry. Good games that should sell well aren’t selling, and the best example of this is Steam; like it or not, it’s the major portal of PC games, and indie games sales have been dramatically dwindling since 2013. Consider what it took to be Greenlit then with what it takes to put a game today on Steam.
Price wars are one problem, and I’m still undecided how much I should ask for Asylum. Charge a premium price for the 15 hours of gameplay? Go real cheap and potentially make it a big bestseller? No idea yet. Fragmentation is another issue: selling through Steam, or your own website, is no longer enough. At least not for a game like Asylum that should sell, say, 20.000 copies at full price just to break even. You may think “oh hey, that’s not so bad”, but I’ve seen games in the Steam Top 10 that don’t sell near as much. So, many decisions we’re taking are to ensure Asylum is available in as many platforms as possible in order to reach as many people as possible. Luckily, we’re going to be on GOG as well besides Steam. We have just tested the game on iOS and Android, and are looking to support VR devices on launch day. It should be OK with everything we’re doing, but I feel like I must be constantly adapting to the ever-changing situation of the market, especially with such a long project.
So it’s like I’m juggling between doing the game I want to do while ensuring it sells and keeping everybody happy, and clearly that’s not possible. I know it’s a frustrating situation, believe me, but I wanted to shed some light on why we’re doing what we’re doing and show my face around here. Good news is, we should be back in action next year with impressive stuff. We remain as dedicated as always to the genre, even if we’re working more behind the scenes these days. And yes, I sure hope to return to Gamescom next year. I miss partying. And those drinks in Poller Strandbar… oh, those drinks…
Hope you’re all doing swell. I thought it was a good moment (happy holidays!) to stop by and give you a full status update about Asylum and what’s going on with my life. No, it's not that dramatic, I'm fooling around with the topic title. This past year or so I kept a low profile for a number of reasons, which may have given the community the wrong impression. So, I feel like I owe you this personal, straight to the point post:
First, let’s get this out of the way: Asylum is terribly delayed. We’re all aware of that. I fully admit we messed up the planning and overdid the production. The project grew out of proportions, even though its original vision and intent remains true: I wanted to create not just the spiritual successor to Scratches, but an adventure that pushes the horror genre as much as possible. Thus, we invested an inordinate amount of time in detailed graphics, believable characters, polished interface; you know, stuff to make Asylum feel modern and outstanding while remaining true to the adventure genre. I think we have succeeded, but it took way longer than expected.
That’s one problem, I guess: Asylum is not a commercial project, in a sense that it was never about making money. Had it been commercial, or a publisher had pressured us as it occurred with Scratches, we would’ve probably finished it a long time ago albeit in a completely different form. Maybe that would’ve been desirable, I honestly don’t know. What I can tell you is that Asylum –as it stands today– it’s the game we always wanted to do. I feel something most games are missing these days is a personal touch, something that makes them stand apart from each other. In that regard, Asylum is as personal as it gets. It’s a chunk of my life; when it’s done (and it will be done!), you’re going to play something I spent almost ten years working on.
Some have expressed concern or feel disappointed that I’m not traveling as much as I used to – in fact, I missed Gamescom twice in a row. Make no mistake: I love to visit Gamescom and the Adventure-Treff party. It was always my highlight of the year. But, two things happened: my financial situation is not as cool as it used to be, especially with ongoing economic problems in Argentina, and we have a baby now. Traveling to Europe is particularly expensive for us and we always used to mix vacations with “business” trip, which we couldn’t do for the past two years. It’s not that I don’t care or I’m not working hard enough; I’m sorrier than you are for not being there.
I can understand how all of this looks like I’m not interacting with the community as much as I used to. A mea culpa I must do in that sense is that Kickstarter made me a bit lazy when it comes to updates. I may have disregarded the broader community thinking (wrongly) that posting Kickstarter updates was good enough but, even though many of you have backed us, it’s still a fraction of the larger community of adventure game fans. Which is why I’m making this post, anyway.
Truth is, we’re intentionally keeping it fairly low key until we’re ready to disclose a release date for Asylum, which I’m hoping will happen sometime soon. It’s not like we’re super quiet, either: every two months or so, we release solid and tangible new stuff from the game, like that trailer last Halloween. But it’s true we’re not actively doing promotion or sending out formal press releases like we used to, at least not until we’re ready to make a lot of noise (which we will when we’re ready).
It’s also true that we made loads of changes, even though the core idea in the game remains intact, and took questionable decisions such as switching engines during development. From your side, it may look like we’re drifting aimlessly. From our side, I’m doing everything I can to ensure Asylum sells well. If it doesn’t, it truly would be the end of Senscape. Too much depends on Asylum right now (including my family). I’ve tried in a few occasions to have a side project to avoid betting so much on a single game with mixed results. The situation out there is tough as Hell – not just for adventures but indie games in general. I talk about this often with other devs and there’s a widespread concern about the status of the industry. Good games that should sell well aren’t selling, and the best example of this is Steam; like it or not, it’s the major portal of PC games, and indie games sales have been dramatically dwindling since 2013. Consider what it took to be Greenlit then with what it takes to put a game today on Steam.
Price wars are one problem, and I’m still undecided how much I should ask for Asylum. Charge a premium price for the 15 hours of gameplay? Go real cheap and potentially make it a big bestseller? No idea yet. Fragmentation is another issue: selling through Steam, or your own website, is no longer enough. At least not for a game like Asylum that should sell, say, 20.000 copies at full price just to break even. You may think “oh hey, that’s not so bad”, but I’ve seen games in the Steam Top 10 that don’t sell near as much. So, many decisions we’re taking are to ensure Asylum is available in as many platforms as possible in order to reach as many people as possible. Luckily, we’re going to be on GOG as well besides Steam. We have just tested the game on iOS and Android, and are looking to support VR devices on launch day. It should be OK with everything we’re doing, but I feel like I must be constantly adapting to the ever-changing situation of the market, especially with such a long project.
So it’s like I’m juggling between doing the game I want to do while ensuring it sells and keeping everybody happy, and clearly that’s not possible. I know it’s a frustrating situation, believe me, but I wanted to shed some light on why we’re doing what we’re doing and show my face around here. Good news is, we should be back in action next year with impressive stuff. We remain as dedicated as always to the genre, even if we’re working more behind the scenes these days. And yes, I sure hope to return to Gamescom next year. I miss partying. And those drinks in Poller Strandbar… oh, those drinks…