NS2 Launch Postmortem on Gamasutra
Comprox
*chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
http://www.gamasutra.com/view/feature/187299/postmortem_unknown_worlds_.php
Find out what went right and what went wrong according to Charlie.
Find out what went right and what went wrong according to Charlie.
We are now figuring out how best to support Natural Selection 2 with new maps, weapons, etc. while also allowing us to start working on a new game. While the road we traveled was hard, we consider ourselves extremely lucky that we never had to modify our vision for the game to fit a marketing plan, publisher desire, current trend or brand. The game we set out to make is the game our players (eventually) got.
Comments
Very interesting.
UWE you can be proud.
Hope you can still sell a lot of NS2 copies and keep improving it a bit while starting new projects
We actually agree with you and have been discussing how we can address this lately.
Also, as much as I hate deadlines and crunch times, I view them as a necessary evil that should reserved for the most important items. Development will always fill the time allotted as anyone working on it can always find another thing to tweak, fix, or implement. Specifying a deadline is a great way to get everyone involved focused on the most important tasks while also providing them a concrete goal.
The problem, as it appears to me as a gaming industry outsider, isn't that crunch times happen, but that they never seem to end.
I think the developers should investigate possibly having the expansions to NS2 to be 'pay-what-you-want'. It is a middle ground between not segregating the player base, but still being able to recover costs from the costly development process.
(As an aside, I rediscovered my old NS1 forum account. A fun discovery to say the least.)
EDIT: This is already a thread on that idea. Derp.
The change in weapon sounds for higher levels wasn't a bad idea. You only chose the wrong sound.
Different color of tracer rounds would be nice too.
A different color for parts of the armor could work too.
IIRC the arms lab was going to animate differently depending on what it was upgrading and to what level it was upgrading. I'm not sure if that's still in the pipe, but I really like that idea because it promotes scouting.
The article is awesome and I recommend that anyone with an interest in game design should check it out!
Proto and armory-items need clever ideas for their researching. Maybe an alien spur will grow longer tendrils for celerity, and fatter for adrenaline. Veil mushrooms out for cloak, changes color for silence, crags not sure.
Hives can do the same too! Maybe a crag hive gets a more textured surface, shift hive is more wet and slimy, shade hive becomes more translucent, etc
Led me to Indie Booth, which was also great.
I just have to ask though, what is this next game that keeps getting hinted at?
We would have loved more publicity, as well, but I honestly don't believe there was much more we could have done for the launch then what we did (without spending massive amounts of money).
I don't think Chivalry did much more to promote themselves, since they were also a small developer with little to no money, as far as I can tell. But their game is just much more accessible to a main stream audience...and you get to hack off limbs and heads in that game, which = instant crowdpleaser. And, in fact, when we did first release we had a bigger launch then Chivalry initially (which came out around the same time as NS2), but they made a large comeback around thanksgiving, due to a large TGS network tournament between all the popular youtube personalities, and from being in the Steam Fall sale, and they really took off after that.
--Cory
I dont remember how far NS2 went ( -30% ? ) but the discount is surely playing a big role in the commercial success of the sale ( well it's a bit obvious when I read it out loud ).
I'm sure that in the upcoming sales if you drop to 50% then 75% later on you'll still get a fair ammount of sales.
I have watched this do wonders for the playerbase of games that were improved later in their life-cycle: Payday, Red Orchestra 2, Left 4 Dead 2, Killing Floor to name but a few.
However, a more satisfying tutorial or training would need to be implemented for maximum player retention.
Let's see... TotalBiscuit, Simon, Lewis, Hannah, and Sips vs. Jesse Cox, Dodger, Crendor, Jirard and AngryJoe. Husky and Day9 as the commanders.
There you go, feel free to use my idea
Oh, and make it a charity even as well!
Getting these guys to command and trained up sufficiently would take quite a bit of time.
1. NS2 pulled a "Kickstarter" way before DFA and all the other indie devs jumped (strike that) piled on the popular crowdfunding train.
2. NS2 was involved in the first Humble Bundle (another thing that got huge and now everyone knows it)
Aaand the best quote goes to... *opening envelope ceremoniously*
*dramatic pause*
That is a great idea. If you get one guy to get the game, he'll get one friend to get it.
If only 1 in 10 people then buy the game, assuming you get a healthy 100,000+ people trying the free weekend (it's normally much higher but take that as an exanple), then you've got ten thousand buys.
I actually think NS2 would get more.
Way too late to get a free weekend this weekend, I imagine, but hopefully around Easter?