I'd like to continue and expand this process on Steam. “Since the start of development I've been helped by a growing group of fantastic testers who have provided a steady stream of feedback and suggestions. How are you planning on involving the Community in your development process? “Prices will be constant throughout early access and might increase slightly for the full release.” Will the game be priced differently during and after Early Access? The following content has already been implemented and tested: Though there are still some lingering bugs, the game has been played over 300,000 times now and is generally very stable. “The early access version is picking up right from the free web release which is already a completely playable, winnable and reasonably well balanced game. What is the current state of the Early Access version? There are also tons of balance changes, tweaks and general polish that need to be worked on before full release.” Creating sub-themes within existing zones such as Graveyard levels within The Crypt or Waste Treatment Plants within the sewers is one example of how I'd like to achieve this. I want to really focus on making each run as unique as possible. I'm planning a ton of new mechanics, traps, and interactions, while still maintaining the streamlined combat focus of the existing game. This will include new classes, races, talents/abilities, monsters, and entirely new zone types. “I'd like to approximately double the amount of content in the game from where it currently stands. How is the full version planned to differ from the Early Access version? Receiving feedback is extremely important for me throughout the development process.”Īpproximately how long will this game be in Early Access? There needs to be a greater incentive for digital distribution to really take off in the way that these companies would like - whether that be a price or content incentive.“I'd want to keep building on the game, adding new content and mechanics. aren't selling these at cost or below, like supermarkets, since this kind of entertainment product is their bread and butter.Īnd then there's the fact that Microsoft is so inflexible in its digital distribution pricing strategy over time just look at the Games on Demand selection for 360 - most of those (relatively old) games could be bought new from either high street or online retailers for around half the price! The only worth/advantage that I can see in getting a downloaded version of the game is that it can be re-downloaded, whereas physical media can be lost/corrupted. If we ignore the loss leader tactics of supermarkets, often games can be purchased from online retailers at a very attractive price: just look at the PC selection on at the moment - generally quite new games are under £30. Surely by entering in to a transaction directly with the developer/publisher for a download version of the game, the pricing should be adjusted such that the customer is not paying OVER the price they would with a retailer for a physical game copy. The simple value of having something physical, that can be lent to friends and accompanied by a physical game manual. I completely understand that the fundamental development cost of a game is unchanging between online and retail copies, but the value of a retail copy is so much greater than a downloaded copy. I really do agree with Werner - there really is something wrong with the pricing of online distribution - specifically by Microsoft. Unless of course Microsoft's goal is to encourage the purchasing of the 360 version by making the PC version less attractive. Since most PC gamers who buy digitally are going to use Steam (and GFW games are available on Steam) it seems like they're alienating their customers on the PC. What's weird about this decision though though is that it is available only for Windows Live. That's such a small amount for most consumers that it makes more sense to maintain current MSRP's and funnel the savings back into the development of the game, or keep it as breathing room. If you were to pass those savings on to the consumer it would result in about 5 - 8 dollars off the MSRP. The actual cost of producing physical product is a rather small percentage of the total cost of development. That cost stays the same regardless of whether or not the game is boxed or shipped digitally. IE: Running the studio, hiring the employees, paying benefits, building the game, licensing the software etc. The cost of making a game (and thus, the price) is correlated mostly to the cost of development. It bothers me when people assume that digital prices should be drastically different that boxed copies.
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