A friend of mine, Petteri Hannila, has pretty much finished a story game that's been developing for a couple of years. The game, called Tales of Entropy
, is at the printers at this writing, and Petteri's putting the finishing touches the epub and pdf versions. The publishing affair is going to be mainly direct to customers, digital and POD, as Petteri's unlikely to go traipsing around the convention scene or to push his game at retailers.
(It's an exciting game that I've been playing a lot myself over the last few winters. You should try it as well if you're into Forgite blood opera games like Dust Devils
, Legends of Alyria
, How the World Ends
and so on.)
So I've been helping Petteri here and there with the game development, and now I'm looking over his website for the game, and it occurs to me that we might as well seek some outside feedback on it. The website's going to be a major element in catching people's interest for the game in the long run, after all.
If you'd like to take a couple of minutes to help out, here's a handy questionnaire to start with.
The main site is at http://www.talesofentropy.com/
. Please take a look, and by all means complain if there are any technical issues.1)
Does the site catch your interest at first glance? Any ideas on how one could improve on that?2)
Do you get all the information you should about the game there, or is something explained so vaguely or confusingly that it requires improvement? Any ideas for some more content that should be there?
The game is scenario-based, and there is a scenario database for it at http://www.talesofentropy.com/scenarios/doku.php?id=start
. Please take a look there as well, and navigate to a scenario.3)
Is the database clear and usable? What would you suggest to improve on that?4)
Does the bilingual implementation confuse or bother a non-Finnish user?
The scenario database exists because writing scenarios for the game is both fun and useful. The playtest and development process has produced ~30 scenarios in Finnish, for instance, and who knows how many we'll have after publication.5)
Is there are specific subject matter or style that you would find important to be represented in the game's scenarios? Something that would grip your own imagination, or that of others, and help justify a generic game like this.6)
Any ideas for how one should go about fronting the fictive zeal of a generic scenario-based game in its marketing? This is basically the same as Fiasco
as a marketing problem - any insights on how a person becomes interested and excited about a game that does not have a strong central fictional conceit?