No, this isn't that topic you are all thinking about (which has been hammered to death). Polish? Just hire professionals.
The question is instead a revisit of the subject of 'Why'.
Today's gamers are spoiled. They have so much content at their disposal. They have so much choice that to avoid confusion, they have to draw an arbitrary line separating what interests them... to find their "wheat" among the "chaff". Those games that don't pass that arbitrary line can be treated with derision and flippant comments, even though the people behind those projects most likely worked just as hard as everyone else.
There is so much freeware out there, and if Sturgeon's Law says that 90% of everything is crap, then with freeware it is more like 99%. Many people don't even bother with freeware, since they seek the high production values of commercial titles.
Other advantages of commercial titles are:
- you can actually do some official marketing/advertising for them.
- they're bigger fish in a smaller pond. One of my best online friends has counted about 500-600 freeware projects in the English visual novel scene and only about a dozen to 15 or so commercial projects. If you're in a smaller pond that's supposed to have a higher standard, then you naturally attract more attention.
- they get pirated! Even though freeware is freely available, most people don't attribute value to them unless someone else recommends them. But since one has to usually pay to get a commercial title, that naturally attaches a psychological value to the work in question. So all of a sudden something is worth it... worth the effort of uploading to torrent sites and sharing. People want something of value, but they want it cheap or free. Something that was free to begin with doesn't usually have value, well, at least compared to something that used to cost a lot more.
My inner conflict occurs because I want the status and attention afforded to commercial titles, but I don't want the headache and responsibility that comes with them. I want people to put in some effort to obtain and enjoy my game -- it doesn't have to be paying money up front, as long as it's some demonstration that obtaining the game is worth the effort.
To that end, we have thought up some brilliant tactics. I'm not performing a full disclosure just yet, but it also ties in with the fact my "Brutally Efficient Production Technique" in obtaining and reusing resources for my game turns out to be more brutally efficient than I first thought! Not just Elspeth's Garden, but this other project which I'm involved with (hopefully to arrive around the same time late this year or early next year) also employs my production style that even though I didn't specifically set out to make event CGs and even if I made only a few sprites, every single screenshot of the game is unique and it is theoretically possible to play through the entire game without displaying the same exact graphic!
Why this brilliant plan to generate more unique combinations from the same pictures than is theoretically possible? Because I'm lazy, and I lack talent (and lack funds for outside help)? Not necessarily... I want my artists to take it easy as well, and I want to use their work in the best way possible (which means no more spending 15 hours on a picture that will be displayed for only 5 seconds).
lawlz, I agree with your statement about the status that is afforded to commercial games because it takes some degree of effort to acquire them.
ReplyDelete"We" are surely heading down that path ourselves mostly to deliver a particular story to a larger audience due to the apparent saturation of the freeware EVN scene.