I love a good fly-n-chat; we don't get enough of those.
Thanks so much for dropping in -- and especially for the in depth response w/ a lot of great points.
For the public, I think things might not pick up until you have a trailer, maybe even a demo if you feel confident, highlighting the game's strengths. (For me, that's interesting-looking aliens that aren't rubber-forehead humans, and creative hyper-melee abilities.)
A good trailer is currently top on our list of priorities. Specifically, we have a list of items we want to get implemented prior to making a trailer. We will be making two trailers. One general game promotion and one for crowd-funding. I do agree that a trailer may be the missing component to slow interest during early dev.
I have more positive feelings than negative ones -- you have a lot of reason to be proud! -- but here are some uncertainties and/or negatives from my own gut that you might be able to make use of. (I'm not actually asking you these questions, I'm saying that's what comes up in my mind as a potential customer.)
Perfect, this is exactly what I was hoping for -- a list of things to think about to help us get the project marketed in the best light we can.
1. The emphasis on procedural generation actually turns me off a bit. I just don't expect good pacing or strong stories when a procedural universe is advertised. (I mean, of course it's proc-gen; every game with hundreds of stars is. It's just that as a buzzword it's losing its luster as I realize that more often than not I'm going to get a little bit of butter on a football field of toast.) If you've got something beyond "a random number generator made this" -- like your aliens know about their neighborhoods and neighbors and feuds and local history, and you can ask them about it -- emphasize that part of it instead.
This is a very good point. Personally, I know the "procedural" buzzword is hot -- thought elicits a potential negative view from those that understand the tech side of it. Procedural often ends up leading to generic feel, bad seeding, etc. We will need to be careful how we use the term and be specific about what is and what is not procedural. Being a story driven rpg, procedural story and/or rpg elements would suck (unless there is some form of genius implimentation far beyond us). What we use procedural for is planet surfaces, solar system layouts, few other more minor things. The single player will likely use the same seed so players can compare exact experience with friends. The multi-player will be a lot more configurable of a universe. Some aspects of that are still a bit open as we have focused on the single player / coop elements first.
2. Also it's unclear to me what the relationship between "epic" and "procedural" is. Is this a long game or a short game? If it's a long game, I'm probably only finishing it once. (And if it's a long game and there are balance issues after 15 hours because I rolled a bad universe, I'm not even finishing it once.)
Sounds like we need to do a much better job of our few sentence description of 'what is this game'. Thx.
3. It's clear what I'm going to do on a small scale (fight, talk, mine) and a large scale ("save humanity" or "save the galaxy" or somesuch), but I think it's the medium-term goals that tell me the "feel" of the game. Am I solving mysteries? Finding ancient and powerful relics? Getting rich? Walking a diplomatic tightrope between hostile factions? Running contraband? Learning alien languages? Am I boldly-going, sneaking, carving a path of destruction, or getting out of Dodge? The more I know about that stuff, the more I can know whether it's up my alley or not.
I'm thinking the trailer will fill in the medium-term goals. What is your opinion on how detailed to make the 'what is this game' description. I've seen everything from a few words to several paragraphs. Personally, I fine that more than 1-2 sentences and I jump down to screenshots/video. I'm not sure if I'm typical on that or not.
4. Make sure that you only put your best writing on display. You have to show you know where commas go, that it's not going to be pedestrian, juvenile, amateurish, etc. Hire an editor or proofreader just to be sure, and get some opinions from some SF readers (forums, your local book club, wherever).
Great suggestion. To this point we have definitively posted a lot of development build stuff, though it is getting cleaned up more now than earlier in the project. Was there anything you saw that stuck out in a negative way? We do have a writer involved making the story arc, dialogues, etc -- though a lot is still in draft prior to edits.
5. For showing off your dialogue system, choose the 2-4 most interesting dialogue choices your game will have to offer, the ones where your goal is clear but how you get it is unclear, and each option is a viable and interesting strategy. In general, highlight Interesting Choices wherever you can, because showing people interesting choices makes them want to make those choices.
We will likely pick 2-3 of the most unique alien races to display in the trailer. I do like your advice to also pick the most interesting dialogue exchange. Thinking more about that, we will need to be careful as so much of the dialogue is story arc specific and may be very out of context for a trailer. Maybe pick some of the quirky stuff that doesn't need the context to stand alone.
Thanks again for taking the time to give in-depth feedback!