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TIGSource ForumsDeveloperBusinessEpisodic Branching Campaign
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Wilson Saunders
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« on: December 19, 2010, 08:18:27 PM »

I am developing a game with a campaign structure similar to "Wing Commander". For those of you who are not familiar with “Wing Commander” you fly a series of missions in a sector of space. Based on your performance in that sector you get a cut scene depicting victory or defeat for your faction. After the cut scene, the game branches taking you to another sector closer to your enemy’s home planet or closer to your own.

Some of you will no doubt spot the flaw in this plan. The amount of content needed for this type of thing is usually far beyond the attention span and budget of an Indie Studio/Bedroom coder. So I had the idea of breaking each sector into an episode and selling them separately. That way I can start making money and getting feedback part way through development. When all episodes are complete I could try and sell the whole thing as a box set to a publisher, while the people who helped pay for the development (via purchasing episodes) would have the completed game long before it hit stores.

The thing is I don’t know how people would react to this sort of price model. I would probably give away the tutorial and first sector for free. On completion of the sector the game would search for an install of the next sector. If the sector is found the campaign would continue there. If the sector is not found the player would be taken to a purchase page or a “please wait for the next installment” page. Since I want a branching plot some plot options would be impossible to follow until the correct sector was completed and purchased. Would you as a consumer react badly if you had to keep forking out money to continue a story? Would you be offended if sections of your campaigns plot were ret coned to accommodate a new episode? Would you be offended if the total cost of buying into all the episodes and essentially beta testing the game for me ultimately cost you more than the finished product that emerged at the end of the process?

Thank you for reading through this spiel and sharing your thoughts.
« Last Edit: December 19, 2010, 08:43:26 PM by Wilson Saunders » Logged

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Fredrik_
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« Reply #1 on: December 20, 2010, 06:47:54 AM »

Hi

If you make the first missions free and then charge per episode/level I think that it would be ok.

I pay for for more levels/content on several iPhone games.

However it would be better if the game always download everything with an auto updater and then you protect different missions with codes or
 encryption.
As a gamer I want the level I just paid for right away so I can keep playing.

Just make sure you are open about how u want to charge so it doesnt come as a suprise.
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nahkranoth
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« Reply #2 on: December 29, 2010, 01:41:43 PM »

I think it's not a bad plan. It's a bit like the sellaband thing where you can invest into a artist's album and own a share. Although your not selling shares, you are letting people getting involved into the process.

Offcoarse you should watch out that you can keep the players tied to your game by bringing the campaigns out regurarly. And i would feel a bit cheated if one branch is released before my branche (although i can replay it).

On what is the players performance judged by the way, just winning or losing? Because if so it all seems kind of tricky to me how you should deal with the fact that you have died... hmmm maybe it's the explanation i don't get for a 100%.
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« Reply #3 on: December 29, 2010, 04:38:13 PM »

It's an interesting idea, although I can see a few things that would make me cautious.

- If I pay for the chapters during a play-through, and then go back and play again later but make different decisions, will I find myself having to pay for "alternative" versions of chapters? Not sure I'd be keen on that.

- Similarly, can I go back to an earlier save and choose a different path? Will I have to pay for that?

- If I get to a point in the game which requires content you haven't released as a chapter yet, I'm going to be quite upset that I won't be able to carry on playing for an indeterminate amount of time. If you're going to do episodic games, I think the only model that's fair on the customers is something like Telltale's, where the release dates for all the episodes of a series are announced upfront (or possibly with some games they only give the date of the next episode, but you know that they'll all be about a month apart).

- Given the above, if you want to do a branching storyline, won't it mean you have an exponential amount of work for each episode? Because if (say) episode 3 contains 6 different branched stories, episode 4 might contain 12, and episode 5 might contain 24, but you've still got to put them out a month apart.

- And yes, I would be offended if I'd paid that extra money for the "privilege" of being an alpha/beta tester. If you want players to test your game and give you money pre-release, they're doing you a favour and the price should reflect that. If the cost is higher when buying individual episodes, then that's okay, but only if there is also an option to pay a one-off price (less than the cost of all the episodes, and ideally less than the final box retail price) to get all the future episodes for free.

I'm a big fan of the episodic business model, but it needs to be thought through pretty carefully. Telltale are the only guys I know of who regularly get it right, so it's worth using them as a guide. What they don't do is branching storylines, so you'd really need to think about how that would affect your customers, your schedules and your game design. If I was in your shoes, I think I'd be too scared of getting it wrong and would instead be looking for ways to reduce the scope of the game, or fund it by some other means so you're able to develop and release it all in one go.
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Wilson Saunders
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« Reply #4 on: January 04, 2011, 01:22:02 PM »

Thank you for your feed back. I am still not sure if I will be using this payment plant, or even if I will be charging any thing at all. To answer some of your questions:

@nahkranoth
Player performance will be judged by mission objectives. If the player gets too shot up to reach every waypoint of a scouting mission, or fails to protect a transport on an escort mission, the game will still go on but their score on that sector will be lower and their faction will be closer to retreating to a sector deeper in the player's territory than advancing into enemy territory.

@Lemon Scented
You bring up several interesting points that have helped me refine my thoughts on this subject.

Each chapter will be based in a sector of space. The user will pay for access to that sector of space, and be able to play it in any game of their choosing. So going back and making a different decision will not incur a new transaction so long as they stay in the sectors they own. The sectors will be self contained so you don't need to travel to other sectors (you may not own) to advance the plot in your current sector. Ideally each sector would be end in a cut scene depicting one faction's victory over the other. So each sector could be played as a stand alone game.

Initially I will make a linear campaign such that the player's performance will have no effect on the direction of the story. Each sector will take the player to the next sector regardless of player performance. This will mean in the early version one faction will be destined to win while the other will fight a loosing battle. The next step would be to make the victory path for the original loosing faction. If I get far enough that there are four linear stories (two factions * two paths) I would make in between sectors that would connect the faction's loosing path to their winning path.

I want a player to be able to have a complete experience at the lowest level buy in. If the player doesn't have one of the in between sectors they will be notified of its existence but they will be allowed to continue their campaign in sectors they do own. For example during the first phase, where one faction is destined to loose, a player who does well will still be have their faction retreat. Once the second phase is released a similar successful performance will prompt the user to buy the add on so that their faction can advance into enemy territory. Declining that prompt will take them down the loosing road they previously traveled. Once the in between sectors are completed that prompt to skip directly to the enemy/winning sector will be replaced with a prompt to skip to an in between sector which will lead to an enemy/winning sector.

Thank you for you comments on scope. I am a hobbist game developer with a day job. This project may be more than I can chew. In a way the episodic business model is my way of limiting the scope. I don't have to accomplish my grand vision in the first iteraion, and the extra episodes will allow me to feature creap in all the ideas that pop up over the course of development. As for financing; I don't need the money to make ends meet or hire tallent to make up for skills I lack. I am just getting tired of making freeware.
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LemonScented
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« Reply #5 on: January 04, 2011, 06:06:02 PM »

Sorry to come over all nit-picky and negative again, but I didn't want to let it go unsaid: I have a reasonably short fuse for gameplay events where you're predetermined to win or lose regardless of how well/badly you play, and I don't think I'm alone in that. There was a thread about a similar idea recently: http://forums.tigsource.com/index.php?topic=16454.0

You can get away with it in very small amounts. Half Life 2, Shadow of the Colossus and Red Dead Redemption all have exactly 1 occurrence of losing whatever you do, and Bioshock has 1 "boss fight" you can't lose even if you want to, and I love all those games - but they use that trick really sparingly. I think if you're using it in most or all episodes to cover up difficulties with creating content, you're probably doing it wrong.

A couple of alternative treatments:

1) Your faction has a "space fleet" or whatever it is in your game. It sustains damage during battles, and perhaps you can upgrade ships or buy new ones with "victory points" if battles go well. Your fleet carries over from one episode to the next. The story is about a war which features a number of battles (episodes), none of which are decisive except perhaps the final one. So each episode could look at the state of your fleet and your performance from the last episode, and pick one of two scenarios included in the episode: If you've been doing well, you push forward into enemy territory, or spring an ambush, or whatever. If you did badly, you could fall back, perhaps defend a strategically important planet and try to buy time until your faction's equivalent of a Death Star becomes operational a few episodes down the line... Either way, you get something context-sensitive to how the campaign has been going so far, but you only ever have a "doing well" and a "doing not so well" option. Victory or defeat are never absolute. That way, if players go back to replay an earlier episode and do a lot better, they see different content in the next episode, but it limits the amount of content you have to make.

2) Ditch the episodic thing and do something like Minecraft or Overgrowth, and plan to make a big single game but release it at Alpha and regularly add content expanding the story. Design the game so that whilst players are waiting for new content, there's still some kind of sandbox-y repeatable core content they can amuse themselves with whilst waiting for the next plot drop. You get the same bonuses of getting some money from a game that isn't finished yet (and the same responsibility to produce new content on a regular schedule) but perhaps a bit more understanding from the players that they're playing a work in progress. They pay once, get the content that exists at the time, and get more content for free as and when you produce it.

3) Reduce the scope. Basically since I started working in the industry as my dayjob in 2003 I've constantly had an indie project of some sort or another on the go in my spare time. Every time I've gotten 6-12 months into a project I've realised it's too big, started a new project that seems much smaller in scope, got 6-12 months into that and realised that it's still too big, and scaled back again. It's amazing how little you get done in your spare time (or, at least, how little _I_ get done in _MY_ spare time. Your mileage may vary).
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Wilson Saunders
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« Reply #6 on: January 05, 2011, 01:17:34 PM »

I did appreciate the Mount and Blade business model of releasing the alpha at a low price and increasing the price as the game got closer to completion. The people who bought in early got the full game at a big discount. However they probably contributed more to the development in terms of feedback and money when it was needed, so it all balances out in the end. I started this thread as a way of sounding out an alternate idea. Based on your feedback doesn't sound like a very good idea any more.

As for the game design, while I appreciate your input, I will make the game I want. This idea was never meant to be a sand box. There will be missions, which will be given in a certain order. The main separation from a true linear game will be that failure will not force a restart of the level. In the final iteration failure will send the player along a different path. I liken it to writing a novel, then turning it into a "choose your own adventure" by tacking pages on to the back and putting subscripts at the bottom of some pages saying: “But if character X lost this fight the story would continue on page ###". I thought those add-ons would have value, but now it sounds like bad fan-fic.

EDIT:
Thanks for the link it makes for interesting reading.
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LemonScented
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« Reply #7 on: January 05, 2011, 06:24:00 PM »

Sorry if you felt like I was trying to get you to change your game design. Of course you should make what you want. The ideas I was putting forward came from what I know about the business side of games rather than a "hey, you should make this kind of game!" thing. The way I see it, making games that are freeware or the traditional make-game-then-sell-game model are the ones that give you the biggest freedom in design. When you start talking about other business models or forms of monetisation, those will inevitably impact on the game design. You probably shouldn't have an episodic business model unless the game design and technology supports your ability to release episodes regularly, in the same way you'd be ill-advised to (say) fund a game with microtransactions unless your game design included some kind of currency or virtual goods and a reason for players to want them. I think there could be ways that a game with branching storylines could be released episodically, but it's inevitable that there would be an impact on the design and ultimately it's up to you to work out when and where you want to make the compromises.

Again, I hope I've been of some help, but I'm sorry if I gave the impression that I was trying to tell you how to design your game.
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