2/27/2005

Beta Test Call-Closed

Filed under: — Mindi @ 10:43 pm

I want to take a moment to thank everyone who has written in about the call I put out for additional beta testers. We have received a lot of submissions and I will be getting back with each and every one of you within the next week or so. The response was amazing and I am confident that we will more than fill the number of additional testers we were looking for; therefore, I am officially closing out the request for beta testers. If we need more testers in the future, we will make a new announcement. Until then, happy gaming and happy testing! :D

2/24/2005

Why Traditional Retail and Niche Games Don’t Work

Filed under: — tbrooks @ 4:54 pm

Defining Niche Games

The place to start with an article with the above title is to make sure everyone understands what a niche game is. Niche games can be broken down into three categories for the purpose of this essay.

The first category of niche games would be any product genre that a traditional publisher rarely publishes within due to the small fan base. This includes such genres as wargames, turn based strategy games, text based games, well… you get the idea.

The second category that would be considered niche games would be any genre of game that a traditional publisher would be interested in, but that the product in question has a production budget under $1.0 million.

And the third category would be a traditional product genre, where the developer has added influences from other genres. A 4x game for instance that had wargaming turn based elements to it, or an RTS that tried to depict in detail the elements of war. In other words, originality!

While I am on a defining kick, I might as well add an explanation of traditional retail. For Computer Games, this would be e-stores such as Electronics Boutique, CompuMart, etc., or mass merchandisers such as WalMart, Target, etc.

The Big Picture – 2004

Okay now for all those numbers… Last year, sales of Computer Games (and I am not including Video Games – the Console Game Market) was down $100 million dollars from the $1.2 billion mark in 2003. There were two, count ‘em, two games that had sales of 500,000 units and 18 games that had sales of 250,000 units or more. It is projected that less than 6% of all Computer Games made a profit. Based on the varying definitions of what is a new release, it is hard to know for sure how many products were released in 2004, but a number that I can live with is 1100 titles (in 1999 that figure was over 2200 titles). The average budget for development of a computer game is now over $2 million per title. And the average breakeven point in unit sales is around 110,000 units. The average retail price point is $24.45. And the average game at retail sales under 5,000 units!

And I got it all into one paragraph!

Now what do those figures really mean to the developer? It means that if you want to go into traditional retail with your new shiny niche market computer game because you will get rich, well, it just isn’t going to happen. The mainstream titles have a hard time turning a profit for the publisher and that means a hard time turning a profit for the developer. And these are products with development budgets in the millions, marketing budgets in the $1 million range and depth of distribution only attainable from the likes of EA, Ubisoft, and their peers. These corporate giants aren’t going to be interested in your game, and the smaller traditional publishers will have a hard time getting you market penetration, both from a marketing budget standpoint as well as from a distribution standpoint.

So You Don’t Believe Me?

Now you ask, what makes you an expert on all of this? Well, I’m not an expert, the experts aren’t even experts. What I do have to back this up is 3 titles with my name on them that were in retail with major publishers. And that equates to first hand knowledge of what type of sales to expect.
Look at the reality for a minute. If the average price point of a game is $24.45 at retail, then the average price the publisher makes is $15.89. Let’s say you negotiate a generous retail contract and get 50% of that. On an average offering selling 5,000 units that means you will make $39, 725.

Oh, but you say, my game isn’t average. Oh, that’s right your game is niche. I know AAA title games with $2 million plus budgets that did less than 1,000 units worldwide at retail. So how will your game really perform? Who’s to say, but it is a safe bet that it will come in under these numbers.

So What Does this Mean?

I don’t know what it means to you. I think each of us have to look inside ourselves and honestly decide what we are after from this business. If it’s to make money, well there are better avenues than traditional retail. If it is to see your game on the shelf of your local Electronics Boutique all I can say is hurry there once it enters distribution. Because as a niche game, it won’t be there for long. You may however find it in the bargain bins.

2/20/2005

A Shout Out For Beta Testers!

Filed under: — Mindi @ 6:49 pm

Shrapnel Games is looking for more beta testers! With many exciting games in beta test and several more coming up, we are looking to expand our beta test group. Our beta tests cover a variety of genres and types of gaming with the majority being computer games. Time commitments vary depending on what beta test opportunities you chose to accept. We do ask that all applicants be dedicated to helping our development team create a top notch game. You will be an integral part of the Shrapnel team helping us find bugs and improve games before they hit the market.

Participants in Beta Tests will get their name in the credits of the game upon completion. So if you have some extra time and would like to be part of our Beta Test Team, please send an email including your name, email address and a short statement about why you think you would make a good beta tester.

2/19/2005

What’s behind curtain number 3…

Filed under: — Richard @ 11:31 pm

What Is It?

So what is this new graphic I am posting tonight? It’s from a recently signed game, but I am not at liberty to discuss it beyond that. Well I could but Sarge has his spies out there and I know what happened last time I disobeyed him. Remind me to tell you folks that story sometime….

You’ll hear more about this game in coming months.

So keep it tuned here to find out the latest information on your favorite independent game publisher first.

“The Star and the Crescent”: A First Look and an Intro

Filed under: — cpangracs @ 7:43 pm

Well, here we are. My very first “blog” attempt, and I seem to be suffering from writer’s block! Seriously,…people who know me know I’m rarely at a loss for words, and writing is really no exception.

I guess I should introduce myself. My name is Curt Pangracs, and I am the designer of Raging Tiger: The Second Korean War, published last August 15th by the wonderful folks at Shrapnel. I retired from the US Army in April of 2003 after serving as a combat medic in numerous roles from Armor to Mech Infantry to Cav, and even a prison! Not as an inmate, but running a 24 hour clinic in the Army’s max security prison at Fort Leavenworth. Gives you a new appreciation for freedom, believe me!

I attended the Origins gaming convention in July of last year, and I had the distinct and unforgettable pleasure of meeting Tim and Annette Brooks, Richard and Mindi Arneson, Todd Gillissie of Space Horse fame, and two guys from Sweden or the Netherlands or Norway,…some really cold place that doesn’t have many women! ;-) (Just kidding Johan and Kris!). They built Dominions II: The Ascension Wars, and boy, do they know how to knock back a few beverages,…barely! Last, but not least, I met Pat Proctor. We had been dealing with each other by phone and email for the better part of a year, so I felt I had known him for quite awhile, and I think he felt the same. Even as we showed ATF and Raging Tiger at the convention, wheels were turning in both of our heads for the next game I would work on.

At the risk of upsetting Tim or Pat, I think this is the PERFECT venue to make an initial announcement of my next game. Towards the end of Origins, I pitched an idea to Pat about how I would love to use ATF to create a game about the numerous Arab/Israeli conflicts over the years, and how these battles would fit well in the scheme of the ATF engine, especially with all of the new capabilities Pat was planning for the game engine. We slipped easily through the preliminaries, and The Star and the Crescent: The Arab/Israeli Wars 1956 to 2009 was born,…even BEFORE Raging Tiger hit the shrinkwrapping!

Without getting too in-depth, I will say that this game is looking VERY nice, with better looking maps and some very smooth engine and graphics changes. The game will offer a variety of units throughout 50 years of armored combat in the embattled region, with an emphasis on the Yom Kippur or “October” war of 1973. I’ll let Pat add detail if he desires, but my attempt in building this game is to be faithful to many of the weapons of the periods as well as the many challenges the Israeli military has faced (and continues to face) surrounded by enemies for its entire existence, and give the player a chance to fight some of the same battles, on the exact same terrain, as some of the greatest Israeli commanders in history.

I have been interested in this period ever since I created an exercise for the School for Advanced Military Studies (SAMS) here at Fort Leavenworth in the winter of 2003. It was my second project working directly for LTC Hamlet, an instructor there. In researching the period, I quickly realized that concrete ORBATS and TO&E’s are almost non-existent, and vary from source to source. I have always tried to provide the very best for anyone I’m working for, so I threw myself into my research. LTC Hamlet, in no small measure, is responsible for this game being made, and I can only hope I can create something that would make him proud. I also hope that this game will please period aficionados and tactical wargamers alike.

Keep an eye out on the Shrapnel Forums and Warfare HQ for more information as the game gets closer to completion, as well as a call for beta testing. I am confident this game will provide the pickiest and most discriminating wargamer hours of enjoyment, and, as always, the scenario editor and the power toolkit will keep this game fresh and exciting for years to come.

In my next installment, I’ll stress the importance of saving your work and making backups,…GRRRRRRRR! Until then, stay alert – stay alive!

Curt Pangracs
Designer
Raging Tiger

2/18/2005

Who is Jonathan Greenwood?

Filed under: — tbrooks @ 5:48 pm

Jonathan GreenwoodAs we near completion of All American: The 82nd Airborne in Normandy, we will try to regularly feed you some of the color of the game. As with the original, 101: The Airborne Invasion of Normandy, you will see the same depth and color in All American. 101 was on the hit list of many magazines and websites, and we are hoping for a repeat performance from All American. We know many of you have been waiting for this game, and we appreciate your patience. We will start the final Beta Testing in March, and with luck, this will be a short test cycle, focusing on the missions and scenarios.

In the meantime, if you want to know exactly who Jonathan Greenwood is, then we suggest you point your browser to Shrapnel Games Featured Page. That’s all for now, soldier!

Tim Brooks
President, Shrapnel Games
Designer, 101 and All American

2/17/2005

Lessons Learned

Filed under: — Sarge @ 11:04 am

SargeHi soldiers. Sorry to have been gone so long. It wasn’t by choice, I assure you. Seems that I said many things that pissed off the powers that be at Shrapnel Games. Mainly I upset Mr. Brooks, or as I like to call him “Delayed Again” Brooks. I learned a lesson there - let me tell you! When it comes to what “Delayed Again” wants, well you best just give it to him. Sort of like a dictatorship.

I really don’t even know where to begin this narrative. Was just told yesterday that I needed to get a blog up. I guess we could start with that. Blog, what a stupid arsed (is stupid-arsed hyphenated?) name for anything. It almost sounds like something the Army would come up with. (I would insert a smiley face right here, but I hate those damn things.)

I know. Lets talk about my favorite subject… Me. And what I’ve been doing for the last 16 months. I have had three tasks assigned to me and I’ve been humping it to keep up with all three.

The first task was to help “Delayed Again” with the missions to 82nd. We both have been putting in late night hours to make sure that these are right. So far, we have four of the nine missions totally completed, and are way far along on the other five. Well that is not exactly true, the ninth is just starting, but the others are where we need them to be. The first mission that will enter beta testing will be the one we use for the demo. And that is the one we are playing with now. I would give you more info if it was up to me, but “Delayed Again” wants to save it all for the promotional push, which I grudgingly agree is not a bad idea.

The second task to which I have been assigned is helping Mr. Arnesen with whatever he needs me to do. Lately this has been mainly helping keep everything straight with his on-going talks with new developers. We have some exciting products coming in 2005, the only one I can mention right now, is Salvo!, but there are others, including an MMP, an RPG, and about 3 new wargames, which makes me quite happy – well hell, as happy as I ever get anyway. As an aside, I should mention what a great guy Richard Arnesen is. He is a joy to work with, and I have secretly lobbied to get him out of his VP position and into the President’s office. (Do you think “Delayed Again” will read this? If so, you may not see another post here from me).

The third task on which I’ve been working is planning the future of Shrapnel Games. As all of you are aware, this industry has seen major changes over the past several years. You just have to look at the shelf space for PC games at your local retailer to know this. I am tasked with keeping an eye on the changes in the industry and to help the powers that be to come up with a plan to keep Shrapnel Games growing. No easy task with the economy and the industry changes we have seen. Yea, the Alternative Publishers are feeling the effects of all this too, in fact probably more so. So, if you want to see companies like Shrapnel Games (and there are others) stay viable and in business, be sure to talk them up whenever you get a chance. There is nothing like fan promotion – its impact is much more dramatic than any advertising a company can do.

Well, I guess I’ll sign off for now. There is only so much of this I can take before I’ll barf up my lunch. If I’m still allowed to post to the blog, blog – that cracks me up - after “Delayed Again” reads this, I’ll see you here in a few.

– Sarge

2/13/2005

Trying To Put ‘War’ Into RPGs

Filed under: — Scott @ 3:12 am

Bonus Feature! My post will feature an exclusive Director’s Commentary. Just like a DVD, only less shiny! Look for them to appear in brackets.

I just got back from running my D&D game. Our current campaign has been ongoing since ‘03, with a break here or there due to that dastardly foe called Real Life [Main attack responsibility, always hits unless you make your slacker save.]. At the moment the heroes [Chumps] are trapped on a hostile continent that is currently amassing a massive armada to invade their homelands, and since the folks back home won’t just roll out the welcome mat for the invaders you can expect plenty of mass-scale carnage to soon erupt. The question for me is will our heroes stand and fight with the troops or do they have other plans?

Knowing them they will want to stand and fight, which should lead to some interesting sessions. I’m already prepping some basic maps to use, along with unit counters. My campaign setting’s TO&E is pretty much already laid out, so it will be fairly easy to translate that into playing pieces. If I pull it off correctly [Meaning I actually have time and energy to put into this, as I must admit my last few sessions have been pretty much thought up the day of the game…] it should be a lot of fun, and best of all it will be a synergestic burst of wargaming and role playing. It should go together like peanut butter and chocolate, right?

Strangely though wargaming and role playing has never really caught on like you’d think it would, especially since RPGs sprung from wargaming. I’ve been gaming for most of my life, and grew up on a steady diet of various RPGs and countless numbers of wargames.

Looking back on the RPGs over the years there have been three well known military style RPGs: Behind Enemy Lines, Twilight: 2000, and Recon. When one considers the sheer number of other genre RPGs over the decades, three military RPGs represents a very poor showing. [You could also arguably include Weird War and Godlike, but these tend to veer into fantasy.] Of course it’s better than the number of wargames with RPG elements, of which I can’t think of any except for our own Lock ‘N Load which includes events and soldier perks. Some tactical games come close, but they end up feeling more like the combat portion of some RPG, rather than the whole.

None of the military style RPGs really proved to be popular. After all, because you’re dealing with the military you’ve already stripped away one aspect of RPGs that people like, that being freedom. If you’re Thunderthighs the Dwarf Berserker and you don’t want to charge the angry red dragon suffering from acid reflux you don’t. If you’re Private Smith and you’re ordered to heroically charge the machine gun nest, well, you’re expected to do it. [It’s the same reason a RPG about being a cube dweller suffering under middle management wouldn’t be a hit.]

So sure, from a content point of view it makes sense why there haven’t been many war RPGs over the years, but if you approach it from a rules standpoint it gets a little confusing. Both types of games require lots of stats, dice rolling, and the use of arcane rules [And usually he who knows the rules the most will triumph over those that don’t…]. It looks like it should be a natural progression.

And what about traditional counter and hex wargames? Why can’t they mix up a little role playing into their games? As mentioned earlier Mark Walker did this to some degree with Lock ‘N Load, but for the majority of games there is no difference between counters during a linked campaign. There is no growth, no leveling.

All of this got me thinking [Yes, the pilot light does come on sometimes.] about how cool it would be to combine the two game types into one ubertype. For example, picture this: an Eastern Front armor game. Instead of rolling up the stats for a manical mage you roll up a tank (crew, current condition, etc). The others in your group also roll up tanks, and instead of forming a dungeon questing party you form a tank platoon.

The battlemaster, BM [Okay, BM may not be the way to go but Pinnacle’s Weird War setting already uses the very cool Warmaster as their GM term.] describes the terrain and controls the enemy forces. Players would be able to react like a tank commander really would, instead of counting out movement points and computing odds ratios. Crew members would gain experience, “leveling” them up.

This type of game could work on a number of different levels. Players could command squads, naval ships, starships, or air squadrons. You don’t want to get down to the individual level (e.g. a soldier, or a pilot) because then you’re back to the problem any military themed RPG faces. What the goal would be is to allow gamers to play a traditional hex like game, but played from a RPG perspective.

To me this would be the best of both worlds. You get the tactical nuances of board wargaming, along with all the other fun aspects of it, but you get the freedom of RPGs. You’d still have a structured environment, but you can do much more than you could in a regular boardgame.

Now, I will admit there are some definite hurdles. One, you’d still need to map things out, and use counters, because everyone wouldn’t be able to keep everything straight in their mind’s eye. Two, and this is by far the bigger problem, to really make it fair you’d need to pit two teams against each other, as how could you really pull of ambushes when the BM knows what you’re plotting? Yet, if you include a second set that means finding enough people, not to mention quite a bit of dead time for one group as you deal with the other. If the second problem could be surmounted it could mean a lot of fun would be had by all.

Maybe the solution is that you couldn’t do it from a pure RPG style of play. Maybe you still have to keep things as a regular board wargame, but you add layers on top of that, such as individual crew statistics, and the BM interperting the dice rolls. But would this impart the same feel as if it was a pure RPG? And couldn’t this just lead to more complicated rules?

Obviously I haven’t arrived at an answer. Personally I think the potential is there for something great, I just don’t know what the path to enlightenment is. Ah well, seems like another game idea to file with all the other never finished game ideas…

-Scott

Now Playing: Battleship Chess, Strange Adventures in Infinite Space, The Battle for Middle Earth

Now Listening: In Flames - Soundtrack To Your Escape, Children of Bodom - Hate Crew Deathroll, Evergrey - Recreation Day

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