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    • CommentAuthorDavid Berg
    • CommentTimeDec 27th 2008 edited
     # 81
    Jared,
    I am assuming that "submission" will just consist of posting a link in this thread. Please let me know if otherwise.

    Everyone else,
    X-Files game update! We have a nifty, playable system and some cool, atmospheric art. Writing should be done within 24 hrs, and then I'm all up on some layout madness. The only thing behind schedule right now is picking a name for the damn thing -- two solid options are deadlocked.

    Edited to add: Our writer just got slammed with work! Completion now in doubt! Oh, the drama!
    • CommentAuthorMcdaldno
    • CommentTimeDec 27th 2008
     # 82
    David Berg,
    Super exciting!
    Start a thread, pitch the concept, and poll for the names?
    Or would that throw off the whole "mystery" vibe that I'm sure you're hoping to craft?
    • CommentAuthorDavid Berg
    • CommentTimeDec 27th 2008
     # 83
    Interesting question. I'm not trying to preserve mystery around the game's name... and I do suspect that folks here would have good suggestions... but I'm trying to keep the creative work "in house" on this. I dunno, it strikes me as somehow being true to the spirit of this ridiculous contest. :)
    •  
      CommentAuthorWolfe
    • CommentTimeDec 31st 2008
     # 84
    Hey Jared!

    Do we need to send you a file, or just link to where we've got it for sale?
  1.  # 85
    Just link to your game's page. I'll post the results here.
    • CommentAuthorMcdaldno
    • CommentTimeDec 31st 2008
     # 86
    •  
      CommentAuthortony dowler
    • CommentTimeDec 31st 2008 edited
     # 87
    Oops! Some broken HTML in that post, I fear. try this link
    • CommentAuthorDavid Berg
    • CommentTimeDec 31st 2008
     # 88
  2.  # 89
    Congrats to the two groups that finished on time.
  3.  # 90
    Thanks for the challenge, Jared. That was very cool. I think everybody learned some stuff about making games.
    •  
      CommentAuthorWolfe
    • CommentTimeJan 1st 2009
     # 91
    Hm. So, I'm curious about Out There.. but do I hurt my company's chances by purchasing a copy??
    •  
      CommentAuthorJuddG
    • CommentTimeJan 1st 2009 edited
     # 92
    Is it being judged on purchase revenue? I bought both.

    I had assumed it would be solely my choice that would spell victory or doom for the games in question, but upon rereading the contest pitch I can't seem to find that passage anymore...(hee!)

    Both sound pretty cool, so I can't wait to look them over.
    •  
      CommentAuthorWolfe
    • CommentTimeJan 1st 2009
     # 93
    There are two awards. One is purely based on "success" (i.e. numbers sold) the other "Best Game" isn't specified in how it will be determined. My guess is that Jared will choose between them.
    • CommentAuthorMcdaldno
    • CommentTimeJan 1st 2009
     # 94
    I'm totally going to buy a copy of Out There to satisfy my curiosity, and then torrent it.

    (Second half not true.)

    I'm going to suggest to Johnstone that we play Sexy Deadly and Out There back-to-back as a little minicon.

    I have a lot of feedback for Jared and just reflections to the world on this contest. After sales are over, I'm going to post to my journal some stuff. Learning collaboration skills = really cool. Treating game as product from the get-go = weird and uncomfortable at times.
  4.  # 95
    Coming up with a game idea on December 10th and having a product to put in people's hands on December 31st was (and is) just friggin' cool.

    The collaborative process was novel, in that I was working with one guy I took an art class with a year ago (and barely spoke to him during it) and two guys I'd never even chatted with online. Pretty much every contribution surprised me in some way.

    I've always thought I'd enjoy having my vision warped by the hands of others, and this confirmed that. However, there were some instances where I felt I had to be a dictator in order to keep the vision intact at all, and I'm curious whether my teammates saw it as necessary single-mindedness or just annoying pushiness.
    •  
      CommentAuthorWolfe
    • CommentTimeJan 1st 2009 edited
     # 96
    I know I was actually kinda worried that I was raping Joe's baby as I was working through the design process.

    ...you know, that just sounds bad.

    Anyway, I don't know how Joe felt when he got my rules, but he was really good about it. He was very positive through the entire experience. Maybe he has been dying inside the whole time, and is going to spend most of this month crying himself to sleep for what the rest of us collectively did to his vision, but he didn't show a whit of it.

    I'll admit that Joe's right. I know I want to sell all of my designs one day, but treating a game as product is... odd. I didn't realize it before Joe said it, something just felt weird.

    David's comments on the collaborative process are also spot on. I may have had very casual contact with Joe, Johnstone and Tony on these forums, but I wouldn't by any stretch have said I knew them before we joined up for this project. Half the references Joe and Johnstone came up with I've never even heard of. More'n half. The archetypes they came up with weren't anything I'd have thought of. Tony's artwork isn't what I'd have imagined for this project. I was thinking line art of girls and guns, not collages with flowers and shurikens.

    Were this entirely my project, I definitely wouldn't be selling it yet. I obsess about making sure it's perfect. That every single problem I never foresaw has been stomped out, to the best of my ability. Playtesting, or rather the lack thereof, is what has kept me from publishing thus far. This contest has required that I move forward with the idea without being as certain as I'd like to be.. And you know, it feels good. I believe in Sexy Deadly. I believe that the game can create fun play. I'm sure there are little problems that we didn't foresee, but we did this shit in a month. That we've created something I believe in in less than a month's time is quite an accomplishment. I'm proud of the work we've done together.

    (edited because I hit submit before I was finished)
  5.  # 97
    I was just thinking as I opened this thread: I wonder if anyone will actually make a point of buying only one of the two games, given that they are only $1? I suspect the winning team will win through superior advertising, somewhere other than this thread.

    Or maybe I will buy both, then buy a second copy of the one I think should win, thus single-handedly determining the winner!
    •  
      CommentAuthorWolfe
    • CommentTimeJan 1st 2009
     # 98
    Heh.

    I'm personally waffling about purchasing Out There, mostly because I will not purchase a copy of SxDy to artificially inflate our sales number, even to redress the balance.

    Of course, I've already got my gratis copy, having, you know, compiled it into it's final format.
    •  
      CommentAuthorJasonP
    • CommentTimeJan 1st 2009
     # 99
    Lance, if you buy Out There I'll buy Sexy Deadly, cancelling it out in a reasonable way :)
    •  
      CommentAuthorWolfe
    • CommentTimeJan 1st 2009
     # 100
    Fair enough. I was probably gonna do it anyway. If my one purchase is enough to lose it for us, then it's too close to matter. Mostly I was waffling just to have something to talk about.

    ...it gets boring at night.

    Headin' there to buy now.
  6.  # 101
    Lance, I'm on to your dastardly plan. By paying with a card instead of a PayPal account, you've cost us 36 cents and moved me closer to my quota of 5 card transactions! Don't force me to upgrade to a Premier account!
    •  
      CommentAuthorWolfe
    • CommentTimeJan 2nd 2009
     # 102
    Oh, crap. I didn't know that it cost you extra. The paypal account is one I resurrected, and the bank account it's linked to is an old one I don't use anymore. I know it takes time to verify an account for paypal, so I just went with the quicker option.

    Uh. I'll add my account to paypal (something I probably ought to do anyhow) and pay the additional $0.36, unless that'd somehow end up costing you again.

    I haven't the foggiest idea about being paid via paypal. I've only ever used to to buy stuff.
    • CommentAuthorDavid Berg
    • CommentTimeJan 2nd 2009 edited
     # 103
    Dude, please don't put yourself out in any way for this. I've lost 36 cents by sprinting with change in my pockets. If I cared about making money off this game, I'd opt out of this contest and charge more than a buck.

    FWIW, I just upgraded my PayPal account -- it was easy and free, and now I can accept an unlimited number of card transactions.

    As for our sales contest, I tend not to buy games I don't think I'll get to play (poor man's logic, perhaps). That's why I haven't grabbed Sexy Deadly yet. If my local gamer friends get more free time, I'll buy it then. So, I hope no one on your team feels any guilt in acting similarly. (There isn't any prize for winning, after all -- I think this part of the contest is just a nudge to consider advertising.)
    •  
      CommentAuthorWolfe
    • CommentTimeJan 2nd 2009
     # 104
    Alright. I didn't actually figure you were all that worried about it.

    I think, really, that the idea is to take the whole process and cram it into a two month period... the whole process including sales, generating sales, customer support et al.

    Of course, Jared has been remarkably silent. All we've got is speculation, really. The only questions he's answered are those specifically necessary for us to compete in the contest.
    •  
      CommentAuthorJohnstone
    • CommentTimeJan 2nd 2009
     # 105
    So, anybody going to enter the competition late?

    Team Horror? Team Natural State? Team Dark Ages? What happened? Inquiring minds want to know!
  7.  # 106
    Our project stalled tragically, oh so tragically, due to a lack of a writer.
  8.  # 107
    I cranked out some rules but the rest of Team Horror kind of evaporated. Which happens. But I don't know if the project will ever get picked back up, which is unfortunate. I was way enthusiastic.
    •  
      CommentAuthorGraham
    • CommentTimeJan 2nd 2009
     # 108
    The writer of Team Dark Ages flaked out. It was me.

    Graham
    •  
      CommentAuthorJohnstone
    • CommentTimeJan 2nd 2009
     # 109
    So, funny enough, the fact that we had to sell a final product didn't affect me at all.

    Collaborating on a deadline, though, wow. After the initial outline of the project by Joe, who I know personally, most of the back-and-forth was between me and Lance, who I didn't know at all. Working with a stranger on a time limit really forced me to act as professionally as possible. I kept thinking of ways this type of organization could go completely wrong, and it never happened. Instead, I was pleasantly surprised, again and again.

    The most frustrating thing was probably cramming at the end. I didn't have time to properly address a few important points that came up in the editing process, for example. Ah well. It's done and it's pretty damn good.
  9.  # 110
    Oh yeah, cramming was the name of the game here too. Jason and I had a cycle where he'd write, send it to me, go to sleep, and then I'd read, type up comments, send them off to him... and then I'd go to sleep, and he'd get up and start working again.

    We also had some unforseen techincal hurdles at the last minute between WordPerfect, Acrobat, uncommon fonts and JPEG encoding. I would up submitting the game at 11:58.
  10.  # 111
    Eero, how far along did you get? Do you have a system and some art, or did Graham bail early enough that no one else did any work?
    •  
      CommentAuthorWolfe
    • CommentTimeJan 2nd 2009
     # 112
    Who you calling strange? At least I didn't change my username 'cause Luke called me bad...

    But yeah, the end was very frustrating, mostly due to my shit internet connection, for me. Trying to upload and download the files has been a pain in the ass. Because of that, some things were rushed, others were omitted (like the nonexistent character sheet that Johnstone's text still references... ::dies::)

    The fact that you and Joe knew each other online was like... well, it's odd to describe it this way, but it was like a ringing in my ears. It bothered me when I let myself think about it, but mostly it was just drowned out. It bothered me because there was discussion going on with the game that I wasn't privy to, and all I could get was the cliff-notes version. In those periods of silence when we were all doing our parts of the task individually and there weren't e-mails flying back and forth, I wondered what I was missing out on.

    Of course, it's just as much that there was work going on that I wasn't seeing, completely aside from discussion. I've got a sense of ownership of this project, and I've got a bit of a control freak complex. I hope I managed to push that aside enough that it didn't bother my team mates.
  11.  # 113
    I bought Out There, but I did feel slightly treasonous at the time.

    Joe, I really want to hear your thoughts on the contest, particularly the "game as product" angle.

    This contest was cool for me because just as it started, I got seriously blindsided by a nasty cold that put me in bed for 2 1/2 days. I barely had time to skim the rules and read the discussions. I didn't get time to play the game nor to think about the artwork in any deep way. But I was still able to do my job, because it wasn't my baby, it was OUR baby, and there were others to take up the slack.

    BTW, nice work guys!
  12.  # 114
    No no, Graham wasn't our writer - we were supposed to do the war game, Natural State. We never got a writer, so never did any major work on the game.
    • CommentAuthorMcdaldno
    • CommentTimeJan 2nd 2009
     # 115
    Tony Dowler,

    Some of my thoughts:
    1.) Being driven to treat game as product from the get-go was quite uncomfortable. It doesn't benefit game design to try and fit a game to product specs (must be $1, must be a PDF, must be completed by month's end).
    2.) Developer is an awkward role as outlined by Jared and as interpreted by our team (me included). I was left trying to coordinate people who were producing, whereas I myself wasn't producing. Saying "Have you finished your section yet?" without being able to say "...because I've finished mine" felt very pushy.
    3.) I love collaborating and being forced into a headspace that is like... "Not only is this not my forte, but it IS yours. Help me in this endeavor, plskthnx?"
    4.) Now that I'm in that headspace, I absolutely feel retarded for not having been in it since the very beginning. Trying to design social/communicative games in isolation, without collaboration, is backwards. Not to say I've found the one-true-way, but I've found a way that I want to travel in.
    5.) The Developer role especially was an exercise in letting go. Johnstone DID NOT WRITE the game I was hoping he would write. Tony Dowler DID NOT CREATE the art I spec'd. Lance Allen DID NOT DESIGN my game. They did amazing work that worked in synergy; they wrote a great product; they made a great piece. And letting go of my preconceived notions on what the end results would look like was pretty cool.
    •  
      CommentAuthorJohnstone
    • CommentTimeJan 2nd 2009
     # 116
    Posted By: WolfeThe fact that you and Joe knew each other online was like... well, it's odd to describe it this way, but it was like a ringing in my ears. It bothered me when I let myself think about it, but mostly it was just drowned out. It bothered me because there was discussion going on with the game that I wasn't privy to, and all I could get was the cliff-notes version. In those periods of silence when we were all doing our parts of the task individually and there weren't e-mails flying back and forth, I wondered what I was missing out on.


    Haha! I wondered about that. Funny thing is, after we did the first playtest, there was none of that!
    I did have the advantage of knowing how Joe tends to play rpgs, and that influenced the writing, but we didn't actually discuss it.


    In fact, the real lesson of this contest is: choose your collaborators wisely! Joe did. Once he gave the rest of us our instructions, he hardly had any work to do! David obviously did, he got his concept finished too.


    Then again... maybe we just know who didn't already have plans for christmas... ;-P, as they say.
  13.  # 117
    Hey,

    Posted By: Bad JohnstoneIn fact, the real lesson of this contest is: choose your collaborators wisely! Joe did.


    Can the two Developers of the successful teams talk about how you assembled your teams? Did you recruit specific people? Did you solicit publicly? Did you reject anyone? On what basis did you make your recruiting and team selection decisions?

    Also, how did the group of you settle on the specific game concept? Was it one person's concept and you worked to inspire the rest of the team? Or was it a group created game concept?

    Paul
    •  
      CommentAuthorWolfe
    • CommentTimeJan 2nd 2009
     # 118
    I second Paul. I'd like to know more about the decisions behind the recruiting. I was casting around, waiting for people to say "Sure Lance, I'll join your team," then Joe just says "I want you, you, and you. Let's do this!"

    maybe we just know who didn't already have plans for christmas...


    Heh. You know what I did on Christmas?

    "Alright, did the first part. Let's check e-mail, just in case.. No, no. It's Christmas, they're doing Christmas things. Of course, maybe they took a moment to make a comment, real quick. Let's check. Nope, but hey, it's Christmas."

    "...how about now?"
    •  
      CommentAuthorJohnstone
    • CommentTimeJan 2nd 2009
     # 119
    Heh. I think I was still writing at a leisurely pace on Christmas.
    • CommentAuthorMcdaldno
    • CommentTimeJan 2nd 2009
     # 120
    Okay,

    I had a few criterion for picking a team.

    1.) First of all, I was like, "The best way to start something is to start it." Criterion number one was that I needed to assemble my team immediately, without delay, without tentatively sussing out ideal people. So I picked people who had posted to this thread already.

    2.) I picked people who I knew in some capacity, and whose work that I knew of I admired. Tony Dowler's art is really cool and I've played games with him. Johnstone is someone I regularly play with, and we talk about design and other stuff. Wolfe (Lance) I didn't know well, but I know he digged what I said about Cheap and that if we lived in the same place we would totally play it. And so I was like, "I like your style, kids. Wanna roll with the angels?"

    3.) I needed to fill 3 roles (Designer, Writer, Artist). Everyone stated 1 or 2 preferences. I was like, "I can't have you and you, and I can't have you you and you. This combination of 3 works ideally."

    4.) I picked one person who I knew was totally appropriate for a game about sexy, violent women (Johnstone). I had no idea if this was a project that was right for Wolfe. It was jarring in an amusing way to have Tony Dowler do this. All of the art I've seen of his is lo-fi and fun and approachable. And I was like, "Can you do glossy, sexy woman pictures?" So, there was a mixture of people who were ideal to this project and people who would bring something different to the project when they made it their own. Or that was the intent.
    • CommentAuthorDavid Berg
    • CommentTimeJan 2nd 2009 edited
     # 121
    Posted By: Paul CzegeDid you recruit specific people? Did you solicit publicly? Did you reject anyone? On what basis did you make your recruiting and team selection decisions?
    I took the first two people here who replied "yes" to my post. That left only one void: artist. I solicited a few times in this thread, to no avail. Then I emailed my most talented artist buddies. No luck there either. I emailed my classmates from a graphic design class I took last spring. I lucked out: one of them said, "Sure, I'll do it."

    In both cases, someone I knew better said, "Hmm, sounds interesting, maybe," before someone I knew less well said, "Yes." I went with the yeses.

    Also, how did the group of you settle on the specific game concept? Was it one person's concept and you worked to inspire the rest of the team? Or was it a group created game concept?
    I figured that if my soliciting rant about an X-Filesy game got people to opt in, then we would have no problem following my vision. In reality, Alexander designed a system that was somewhat broader than what I had in mind, and included a few statements about "the point" that I took issue with. We hashed it out, and wound up pretty much going with his initial system, but described differently.

    As I wrote my initial post, I had an idea for the look, tone, and a certain key system element involving the tension between a supernatural theory and a mundane one. However, as stuff started coming in, I was more than happy to adjust any of the details as long as the core remained. In retrospect, I think the core was defined by the strongest overlap between what was in my head and Alexander's first system draft: namely, an investigative arc of clue-gathering and clue-resolving. Once we had that, I just kept my focus on making it playable.
  14.  # 122
    Posted By: joepubIt was jarring in an amusing way to have Tony Dowler do this. All of the art I've seen of his is lo-fi and fun and approachable. And I was like, "Can you do glossy, sexy woman pictures?" So, there was a mixture of people who were ideal to this project and people who would bring something different to the project when they made it their own. Or that was the intent.


    The conversation was hilarious. It went something like this:

    Joe: Hey want to do art for my game?
    Tony: Yes! Totally! That would be a blast!
    Joe: It's about sexy violent women fighting in an industrial complex.
    Tony: Er... I can't draw that. Would there have to be sexy women in the artwork?
    Joe: Yeah, kinda.
    Tony: Hey, how about I just make a collage thing where I put weapons and stuff on pictures I cut out of Cosmo?
    Joe: Awesome!
  15.  # 123
    I just bought (and read) Out There. Bang-up job, guys. There are some very cool concepts in there, and I liked it a lot more than I thought I would, not particularly being a fan of the kind of game it sets out to create.

    In hopes of making useful comments: I enjoyed how character creation is extremely quick and dirty but still creates a lot of buy-in for the players and mechanical ways to inject the characters into what's going on. The whole CAN thing is a little fuzzy to me still, it seems arbitrary for no reason (I'm all for arbitrary elements in games, but they have to make sense). But hey, you made this game in a month. Rock on.

    I also bought Sexy Deadly, of course, but it being the longer one I haven't read it yet.

    The sales competition will definitely be won through off-site marketing.
  16.  # 124
    Read the first page of Sexy Deadly. Totally drawn in, both by the theme, and by this surprise:

    "Sexy Deadly is a competitive strategy card game with narrative and role-playing elements."

    Whoa. I want to see how this sucker plays.
  17.  # 125
    Look forward to a special announcement sometime tomorrow regarding the Indie Game Company Game Design Challenge.
  18.  # 126
    Developers!
    Please send me your sales reports for the first week of sales in the indie game company game design challenge.
    Just a total dollar amount is sufficient. You have until the end of today (Wednesday, January 7, 2009) to complete this task.
  19.  # 127
    Done.
  20.  # 128
    Because surely you knew I'd throw in some wrinkles...

    WRINKLE #1: THE WIZARD'S BASEMENT
    Game Company 2 exhibited the highest sales thus far, but a wrench is being thrown into your financial works. Due to unforeseen costs associated with a collapsed distributor and unpaid sales, your total sales figures for Out There up until 1/7/09 have been reset to $0. Meaning you cannot count your sales thus far toward your total.

    WRINKLE #2: SUPPLEMENT TREADMILL
    Game Company 1 has the lowest sales thus far. Because of this, the publisher needs you to spike your sales with a quickie supplement. It doesn't need art apart from a cover but it does need to be at least 25% the length of your original game, Sexy Deadly. You may charge money for this supplement (it will count toward your final total) but you must finish the supplement by the deadline.

    WRINKLE #3: THE NEW BLOOD
    The independent games community is now a viable source of competition. Indie game designers (singular) can now throw their hats into the ring and publish their own game for the challenge. You may work on your game alone, as part of a pair of as part of a team of three or more. Your game must have a cover of some kind but no internal art is necessary. Your only real constraint is the 1/31/09 deadline. Not only must your game be completed by this date, but you may only count sales from now until this deadline.

    TO BE CONTINUED...
  21.  # 129
    Heh, it'd be sort of realistic if the broken remains of the failed teams got up and published their works under the indie clause. Funny.
    •  
      CommentAuthorJohnstone
    • CommentTimeJan 8th 2009
     # 130
    Wait, what? There's a contest going on?
    •  
      CommentAuthorPaul B
    • CommentTimeJan 8th 2009
     # 131
    Hot! Now I'm interested.

    p.
  22.  # 132
    Why do I feel a terrible urge to participate?
    •  
      CommentAuthorWolfe
    • CommentTimeJan 8th 2009
     # 133
    Do it David! Give us some competition!

    The following may seem like harshing the zen, but I assure you I mean it in the most amicable way possible.

    Fuck you Jared! You would have to pull this while I was sleeping!

    Team SD (A.K.A. Game Company #1) is discussing it. I'm game, but we'll see what comes out of the discussions.
  23.  # 134
    Sorensen, I now see that your cunning depravity knows no bounds.
  24.  # 135
    I hath fallen victim.

    FOR I AM IN.

    Anybody who wants to help me is welcome. Because... I'm so very scared now.
    •  
      CommentAuthorGraham
    • CommentTimeJan 8th 2009
     # 136
    I find this much funnier than I should.

    Graham
    •  
      CommentAuthorWolfe
    • CommentTimeJan 8th 2009
     # 137
    David,

    The great thing about contests is that you get constrained design experience, usually in some variation of a pressure cooker.

    If you fail, you know where you are? Same place you were in before you started, perhaps a little wiser.

    If you succeed, you've the rough beginnings of what may be a very, very good game some day soon.

    Basically, there's no way to lose.
  25.  # 138
    Thanks for the word of encouragement. You're right.

    I'm still gonna panic a little though.
  26.  # 139
    Posted By: jedibunnyUnder the indie clause, is it now allowed to have a real indie company name, like frex John Doe Publishing, XXXtreme Vanity Designs, Awesome Bunny Games, Out of My Ass Press or something along those lines?



    Game company name rules still stand. I await Indie Game Design Challenge Game Company #3...
  27.  # 140
    Wow, this is what I miss for not having been paying attention to SG as much over the end of the last year. Great contest, Jared.
    FWIW, I have purchased one of the games (Out There) after the financial collapse, and I look forward to seeing how this develops.
  28.  # 141
    Posted By: Jared A. Sorensen
    Posted By: jedibunnyUnder the indie clause, is it now allowed to have a real indie company name, like frex John Doe Publishing, XXXtreme Vanity Designs, Awesome Bunny Games, Out of My Ass Press or something along those lines?



    Game company name rules still stand. I await Indie Game Design Challenge Game Company #3...


    If I may be so bold as to claim it...
  29.  # 142
    Well, now i'm all sorts of interested in this.
    •  
      CommentAuthorWolfe
    • CommentTimeJan 8th 2009
     # 143
    You claim it by submitting a game, just like we did, David.

    So be bold.
  30.  # 144
    Dammit, now we have a 2nd David in the thread... I thought Lance was talking to me for a while there. I was like, "Give you some competition? I'm trying, man..." Heh. I'll try harder once I get another playtest in. Current plan is for next Tuesday. Tremble in fear!
  31.  # 145
    Posted By: Jared A. SorensenDue to unforeseen costs associated with a collapsed distributor and unpaid sales

    Jared,
    I understand collapsing distributors, but what does "unpaid sales" mean? Can you give me a few examples? I'm not objecting to your decree, just curious.
  32.  # 146
    Posted By: David Berg
    I understand collapsing distributors, but what does "unpaid sales" mean? Can you give me a few examples? I'm not objecting to your decree, just curious.



    The distributor never gave you the money for the books you sold. Sound far-fetched and horrible? Ask the guy who published FVLMINATA and didn't make any money off it.
    •  
      CommentAuthorDeBracy
    • CommentTimeJan 8th 2009
     # 147
    Seriously... this is sooo awesome. Go go go! (I would too if I had a game idea or 1337 skillz enough to make art you'd pay money for anyway)
  33.  # 148
    I declared my participation a few hours ago and I already feel like I'm stalling.
    •  
      CommentAuthorBen Lehman
    • CommentTimeJan 8th 2009
     # 149
    Can indies charge anything that they want, or are they restricted to $1?

    yrs--
    --Ben
  34.  # 150
    Ok, I have a title and a concept.
    --

    The Life of a Falling Star

    Humanity moved off Earth a century ago. Now they are scattered across the stars. A nation only extends as far as the hull, loyalty is to unions, corporations and industrial groups. Into this you are born, one of the elites known as Sparrows. You have lasers in your eyes, nanomachines for blood and you can survive in the vacuum of space.

    And your lifespan is a single year.

    --

    Wish me luck.
  35.  # 151
    Price remains the same $1. This includes Sexy Deadly's supplement.
    • CommentAuthorMcdaldno
    • CommentTimeJan 9th 2009
     # 152
    Jared,

    Clarification: You said we MAY charge money. We don't have to charge $1 if we want to do a free supp, right?
  36.  # 153
    Correct



    Posted By: joepubJared,

    Clarification: You said we MAY charge money. We don't have to charge $1 if we want to do a free supp, right?
    •  
      CommentAuthorDeBracy
    • CommentTimeJan 10th 2009
     # 154
    Okay, since I've just managed a playtest I guess I have a game in the cooker. Hence I can declare that Team I've Watched Ninja Scroll Too Many Times (or Team Weeaboo for short) is looking for:

    A writer; a native English speaker to keep my Swegrish in check, help bring clarity to the rules and inject some awesome weeaboo fluff.

    An artist; to produce cover art, any additional art is of course welcome. The game is supposed to have some kind of dark and edgy aesthetic and that's more important than wheather or not your style is weeaboo or not.

    Uh... so yeah. Have a blurb:
    It's the beginning of the Tokugawa period. Japan is starting it's path to seclusion. Little does anyone understand the real reason behind it: we cannot allow the monsters to spread into the world. Killings have gotten worse for years and it hasn't been this bad since the 7th century. The country side is no longer safe and no one dares speak about what might hide in the mountain castles. That's why we need you.

    Monster Marionette - a game where you kill monsters
    •  
      CommentAuthorJuddG
    • CommentTimeJan 10th 2009
     # 155
    Not to be a whiner, but I order "Out There" a while back and got a confirmation emila nd a thank you, but no file attached. I sent some emails to clarify how I was supposed to get the game...

    ...then it hit me.

    My game was "Out There" and was held by some conspiracy. I have to say it is one of the best conspiracy-based LARPs since that Canadian LARP that tried to turn people into spies...

    Or maybe they just forgot to send the attachment.
    •  
      CommentAuthorWolfe
    • CommentTimeJan 10th 2009
     # 156
    You'll have to forgive our esteemed opponents. They've recently gone through a massive financial problem. Rumor has it that as a result, their writers and artists aren't getting paid, and are striking. In the lead up to the release, their designer was hospitalized, for reasons, according to our esteemed competition, completely unrelated to this product. Which is to say that our opponents *claim* that their product did not put their designer in the hospital, and is completely safe for the every day consumer.

    The former is a mix of truth and fiction. To get to the bottom of this, you would need to use the rules of Out There, which I have, and you do not. Since you do not have them, you will be unable to determine what is truth. In this case, you will simply have to assume the worst: GDC#2 is going out of business as a result of fiscal mismanagement and the fact that their product is carcinogenic.
  37.  # 157
    Lance, perhaps you'd better not be counter-advertising a carcinogenic roleplaying game at the Story Games. That sounds very much like the sort of inventiveness many people like. How does it work, do you set it on fire and inhale, or what?

    That reminds me: what sort of advertising push have the competitors executed for their games? It seems to me that the better advertising will win the day here.
    • CommentAuthorDavid Berg
    • CommentTimeJan 10th 2009 edited
     # 158
    JuddG,
    Sorry about that, man. I just checked my Spam folder and that's where your emails have been going. I have no idea why. But, I'm glad you spoke up: now I'll be more diligent about checking "Spam".

    The email in my Outbox has the game attached, so I don't know if there was some server error on Yahoo or Bellsouth's part. I'll send it again, and I'll check my Spam box for your response. :)
    • CommentAuthorDavid Berg
    • CommentTimeJan 10th 2009
     # 159
    Eero,
    My main marketing effort thus far has been convincing Lance to write that last post. I've also been removing all mentions of Sexy Deadly from the internet, using classified government technology.

    My intent is to write inspiring actual play accounts, but I haven't been able to organize a local playtest yet. Hopefully this Tuesday.

    I would love to have other folks playtest it and write about it, but I'm not sure how to encourage that in this context. In a sales contest where every order counts, and the product is only $1 anyway, it seems nonsensical to make, "I'll send you the game for free if you'll playtest it!" announcements. (Although, maybe "nonsensical" needn't mean "bad"...)

    I've been sending a link to my blog in the order emails, so hopefully once someone plays it, I'll find out about it.
    •  
      CommentAuthorWolfe
    • CommentTimeJan 10th 2009
     # 160
    True Story: I look to my right, and I see classified government technology. I swivel the chair to use it.