
February 19th, 2004, 12:30 AM
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Join Date: Dec 1999
Location: Wilmington, NC, USA
Posts: 1,084
Thanks: 28
Thanked 264 Times in 85 Posts
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Re: Question for the Developers?
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Since this is your business and you would know if anyone does is there larger market for games like this?
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Not with this level of difficulty. But you must define 'larger market'. If you are comparing this to what a really awesome FPS would do at retail, well there is no comparison. A good turn based strategy game would be considered successful with 35,000 units at full retail (in other words not discounted for the bargain bins or put out at $9.00 in a Jewel Case). An FPS could do 10 to 20 times that amount. And that is what a big publisher is looking for -those numbers in the 6 figures, not a 'measly' 35,000 units. And the reality is much worse with the 'average' game at retail selling under 5,000 units (and that counts in the 6 figure FPSs).
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...and if I see one more RTS (1.) gather wood, food and Iron 2.) Build big army 3.) click on enemy and send big army....wow strategy! ) ...
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But that is exactly what a large publisher wants in a 'strategy' title.
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You wrote the code for Soldiers at War right?
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Not that one. I was just hired to do the original design. What it ended up being was quite different than I had envisioned.
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Just wondering do you see young people (18-25) buying your games or are you just serving an established older market?
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Yes younger people buy our games, but not in huge numbers. I think that a gamer has to mature past the twitch addiction and start wanting to slow things down a little and think and that usually doesn't happen until most of the Console Generation reaches their 30's.
You know we have been in business now for almost 5 years. We are doing well. Our biggest drawback (other than the economy as a whole) is that there just aren't that many good strategy / wargames out there. We turn down alot that doesn't meet our criteria of being a 'game'.
[ February 18, 2004, 22:40: Message edited by: Tim Brooks ]
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Tim Brooks
Shrapnel Games
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