tatoswest

http://otomotiffres.blogspot.com/

CHRONICLE:- a chronic failure hahahaaaaa!

Well, seems like the latest news is that the latest game of mine- 'CHRONICLE' is a flop *sigh*
A giant turd of a flop. Couldn't get the bastard sponsored even after weeks of trying.
If nothing else I've learned that arcade games- specifically shooters, are not my bag. Both Bounty Hunter and this one went nowhere fast. This one cuts me up a little though, because although it wasn't reinventing the wheel I personally felt it was a pretty good game. That's 6 months of hobby time largely wasted.

Still, the dude here always remains positive, and here's what I've learned;

a) Don't make games just because you think they'll score you a cashcow.

b) Be original

c) Don't waste time working on games you don't like.

d) With Flash, less is more.

e) Mochiad rates still suck compared to CPMStar.

The game didn't sell even despite quite a few sponsors taking a peek at it. Most of the feedback came saying great music but not original enough. Also had a few comments about the graphics being inconsistent and the game difficulty being a little high.
I didn't send out any e-mails to sponsors and perhaps that was the biggest error on my part- not enough self-promotion.
I think I'm guilty on relying too much on Flash Game License to get my game sponsored. But at the end of the day I was just dying to move away from this turkey and couldn't be bothered with all the hassle of tracking down all the big-wigs in the industry, I didn't believe in the game enough to really play the salesman role. I kind of think of the whole scene like FrightNight where Jerry Dandridge (Sponsor) is coming down the stairs in full vampire mode and Roddy McDowell (me) holds out his crucifix(the game), then Jerry starts chuckling sardistically 'You've got to have FAITH for that to work on me, Mr.Vincent'

Yeah. Lack of faith. And I was dinner.

The dangers of spending long amounts of time with a game are:
a) Oftentimes you can't tell if your games sucks or not as you're too washed out on it or just bored of playing it. Even StreetFighter gets dull after playing it all day. Try 80 days.
b) You've a hundred other, better concepts built in your imagination that you're dying to start work on, but you can't because you've got this lame duck you have to wrap up.

I'm thinking of trying some new. Perhaps making very small games, almost like demos that are fun, a quick fix and not too challenging. For example I might split 'The Damned' into 3 highly polished mini games. Sure people will nag about the game length but you don't have the right to complain when you're getting something for free. Certainly would equal less stress for me. Either way, Insanity 3 will probably be my last, and hopefully greatest full game until the day when microtransactions are fully accepted and we can actually get rewarded properly for our work instead of relying on scraps from the sponsors and pay per click routes.

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