Stress Relieving Destruction Game: Blasted Fortress Interview

Conducted By Adam Ames

One of the fine gents at Dapper Swine Games, Jason Brown, spoke to TPG about their upcoming online castle assault title, Blasted Fortress.  You will read about his start in the PC gaming world, his lessons in video game design, thoughts on being an indie developer and more.  Here is a glimpse:

How much value do you place on the opinions of those who review Blasted Fortress professionally?

It’s hard to say until the game is released, but generally I take professional reviewers with a grain of salt. When I go to mainstream review sites, I typically ignore the editorial piece and go straight for the user reviews… the users aren’t getting paid to write their opinions, giving them free rein to say exactly what they mean. No strings.

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A Society of Ideal Individual Rights: First Earth Interview

Conducted By Adam Ames

From the Lonestar State of Texas comes First Earth dev, Adam, to speak about his online civilization building simulator.  You will read about the origins of First Earth, the successes and failures of indie development, thoughts on the PC gaming industry and much more.  Here is a preview:

 In its current form, how close is First Earth to your initial vision?

It’s not complete, but it matches my vision to the degree that it’s finished. When I look at the imported world, the flora, and the controls, I’m seeing my vision in reality. When I see the server handling events and zoning, it matches my hopes for it.

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Nexuiz Developer Interview

Conducted By Adam Ames

The arena FPS, Nexuiz, is winding down on their development as the release date of May 3rd quickly approaches.  Kedhrin Gonzalez (pictured above), the Creative Director of Illfonic, broke away from the polishing work to discuss Nexuiz and other topics surrounding the PC gaming industry.  Here is a preview:

How did you get started in developing PC games?

It started as a kid when I watched my brother get a copy of Worldcraft in a demo disc and start making maps for Quake with it. I would watch him play around with it every day. He didn’t really get too much into it though. Whenever he stopped, I knew I had to get in on it. It’s been an obsession of mine ever since.

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PCGamingWiki Interview With Andrew Tsai

Conducted By Adam Ames

Andrew Tsai, the creative mind behind the ever-expanding, PCGamingWiki, chatted with TPG about everything PC gaming.  You will read about the successes and failures of starting the site, what the future holds, his personal take on various PC gaming topics and much more.  Here is a preview:

As of this interview, you have over 1,700 pages and 600 registered users in a little over 47 days.   In addition, PCGamingWiki has been featured on many high-profile news sites.  Are you surprised by this type of reception?

I was honestly shocked by the reaction that I had received. I kept expecting people to say, ‘you’re wasting your time. There’s already this great website that does exactly what you’re trying to do!’  In many ways, a wiki for PC game fixes is an obvious solution to the problem, and I’m genuinely surprised that it hasn’t been done already.

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Unplugged: 1000 Amps Developer Interview

Conducted By Adam Ames


TPG caught up with Brandon Brizzi, developer on the indie title, 1000 Amps.  You will read about how 1000 Amps was created, DRM, piracy, challenges he faced in setting the difficult levels and much more.  Here is a preview:

What advice would you give up-and-coming indie PC developers who are trying to break into the business?

There’s a lot of things I could say. I think it’s most important to realize your limits. What’s a reasonable amount of time to spend on something, what kind of game design is feasible with the manpower you have. If you’re just one person, or even two people, a big 3D game is not something you should be spending your time on. No matter how awesome the idea is, it doesn’t matter unless you can follow through on the idea.

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King Arthur II: The Interview

Conducted By Adam Ames

TPG was delighted to conduct an interview with Orsolya Toth, Community Manager from NeocoreGames, who developed King Arthur II.  You will read about how King Arthur II was created, the differences between self-publishing and working with Paradox Interactive, the difficulties of developing for the PC platform and much more.  Here is a preview:

How do you feel about individuals posting videos gameplay videos of King Arthur II on YouTube?

We like them very much! The more gameplay videos are made the more people become interested in King Arthur II. Gameplay videos are great because people can see how the game looks like in action and what exactly they can expect from it. So they can decide if it is something they would enjoy or rather not. And thus we’ll have even more happy customers.

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Rising From The Deep Blue: MetaGolf Interview

Conducted By Adam Ames

 

Michaël Lievens, developer of the side-scrolling golf title, MetaGolf, joins TPG for this e-mail interview.  You will read how MetaGolf came to be, his personal success and failures, life as an indie dev and his thoughts on the PC gaming industry.  Here is a preview:

Outside of creating the game itself, what is the toughest aspect of being an indie developer?

Marketing!  It’s a very important phase to let the world know that your game exists. I must admit that this is a tough job that requires great sensitivity and attention.  Personally I prefer to develop games, but I also have financial requirements if I wish to continue in this business and make even more ambitious games!

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From Board Games To Unity: Pitman Interview

Conducted By Adam Ames

Jana and Friedrich from Rat King Entertainment talk to TPG about their rougelike title, Pitman.  You will read about the successes and failures encountered during development, their take on cross-platform releases, thoughts and the PC gaming industry and much more.  Here is a preview:

Outside of creating the game itself, what is the toughest aspect of being an indie developer?

Everything (haha). In fact making games is the thing we love and we can do best. But – surprise! – there needs more to be done: like marketing, or making a living out of it. Also, motivating yourself over a long time (especially in a development phase where you can’t show new stuff around) is not very easy. But blogging and chatting with other developers really helps.

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TPG Exclusive: Chariot Wars Developer Interview

Conducted By Adam Ames

In an exclusive interview with TPG, Ajith Ram from Candella Software, talks about their upcoming Roman-inspired combat racer, Chariot Wars.

Here is a preview:

What can look forward to from the single player portion of Chariot Wars?

Ajith Ram: We have a very strong story-driven single player version. As mentioned in the press release, the entire single player campaign revolves around the character Quintus Octavian and his efforts to solve a twin murder on the eve of the first chariot race. We are also planning Deathmatch and CTF bot matches, although this may not make it into the first release.

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Making A Game As Accessible As Possible: Gateways Interview

Conducted By Adam Ames

David Johnston and Bennet Aldous from Smudged Cat Games spoke to TPG about their 2D platforming puzzle title, Gateways.  David talks about the development of Gateways, and his thoughts on the PC gaming industry, while Bennet goes into how the art style was created.  Here is a teaser:

In its current form, how close is Gateways to your initial vision?

Pretty close really!  I came across my initial notes on the game just recently actually and found that I’d implemented most of what I’d scribbled down.  There were a couple of ideas that never made it but I’ll keep those to myself at the moment in case there is ever a sequel to Gateways!

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Magna Mundi Developer Interview

Conducted By Adam Ames

Carlos Gustavo and Micheal Myers talk to TPG about their strategy title, Magna Mundi.  You will read about their development process, where the inspiration came from, thoughts on the PC gaming industry and more.  Here is a preview:

What are your thoughts on how the PC gaming industry as a whole are dealing with the problem of intrusive DRM and piracy?

Michael: I think a lot of publishers are coming to realize that intrusive DRM does more harm than good. Obviously I’m strongly against piracy, but past a certain line, too much DRM can cause people to pirate just to avoid it. And it’s not a matter of if someone is going to break the DRM, it’s a matter of when. Ultimately you’re just hurting your own customers. That’s why we will not be using DRM for Magna Mundi.

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Gas Guzzlers: Combat Carnage Developer Interview

Conducted By Adam Ames

Dini, Damir and Nickia from Gamepires talk to TPG about their combat racing game, Gas Guzzlers: Combat Carnage.  You will read about how Gas Guzzlers was made, the success and failures in doing so, their thoughts on the PC gaming industry and much more.  Here is a glimpse:

Where did the idea for Gas Guzzlers: Combat Carnage come from?

Dini: Gamepires studio was started in 2010. In the first month, we were drafting various game design documents for games we might work on. Since we are all huge fans of Death Rally, a thought of racing and shooting using a modern game technologies was motivating. We quickly decided to start working on Gas Guzzlers: Combat Carnage.

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Don’t Quit Your Day Job: Defender’s Quest Interview

Conducted By Adam Ames

James Cavin, Lars Doucet and Anthony Pecorella bring their RPG title, Defender’s Quest, to life in this detailed interview.  You will read about how Defender’s Quest came to be, the struggles of indie development, their thoughts on the PC gaming industry and so much more.  Here is a slice:

Did you research similar titles when trying to come up with the launch price?

Anthony

Actually, we are now launched at an open beta price of $6.99.  We’ll eventually go up to $9.99 when we do the full “gold” launch with the rest of our features.  The opinions we got online tended to echo this – the $5 – $20 range is about right for solid indie games I think, with the >$10 range really being for the ones that had a good-sized team and a significant budget behind them, or are just that awesome (like Gratuitous Space Battles, by one-man-wonder Cliffski).

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Star Sonata 2 Developer Interview

Conducted By Adam Ames

Jeff Landauer, developer of the MMO, Star Sonata 2, speaks to TPG about life as an indie developer, the success and failures in doing so and opinions on the PC gaming industry.

What advice would you give up-and-coming indie PC developers who are trying to break into the business?

If people want to make a living making games, they have to know how they are going to market and monetize games.  You hear a lot about the successful indie games, but for each of those, I suspect there are hundreds or thousands of quality games that people make that don’t pay off.  This is the main thing that I’ve learned.  Making a good game is really only half of the job.

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Fun For The Whole Family: Elementary My Dear Majesty Interview

Conducted By Adam Ames

Igor Perepechenko, Aleksey Chernov and Artem Bochkarev from Alawar Entertainment chat with TPG about their 3D HOG title, Elementary My Dear Majesty.  You will read about how EMDM was developed, thoughts on the PC gaming industry and much more.  Here is a piece of the pie:

Elementary My Dear Majesty is very different from the traditional HOGs currently available. Were you in any way nervous about releasing this title?

Aleksey: Currently there are many 2D HOGs on the market. Creating a 3D game was thus a big risk for us. Until the release we feared that gamers wouldn’t appreciate this new approach. It was only when the game made it to the TOP 3 out of TOP 50 games on the Alawar websites; we heaved a huge sigh of relief. I consider this to be a real success!

Artem: The game’s mechanics are indeed unfamiliar to players: we actively use 3D and puzzles (arcade and physics); the setting is not usual for the genre. There are no psychics or murderers and the game’s graphics are more like ones used in children’s games (though the content is rather mature). We knew that many gamers would simply refuse to play this game, since they are already accustomed to completely different HOGs.

However, any gaming genre needs to be experimented with in order to develop fresh ideas in order to provide gamers with a fresh gaming experience. I hope that players appreciate the idea of a good HOG that is both funny and casual. Perhaps they have even discovered new sides to the genre through our game, i.e., understanding that gathering screwdrivers in grim dungeons is not all there is; one can also have fun catapulting sheep! J

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Gameplay Before Story: Gunpoint Interview

Conducted By Adam Ames

Tom Francis, PC gaming journalist turned PC game developer, spoke to TPG about his first title, Gunpoint.  Tom give this thoughts on where Gunpoint came from, the success and failures of development, DRM, piracy and more.  Here is a clip:

Outside of creating the game itself, what is the toughest aspect of being an indie developer?

Sometimes I slump so low in my chair that I can’t reach my coffee any more, and those times, I am sad.

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Voxeliens Developer Interview

Conducted By Adam Ames

David Williams, spends some time with TPG talking about his indie title, Voxeliens.  You will read about his thoughts on the PC gaming industry, life as an indie developer and how Voxeliens started.

Outside of creating the game itself, what is the toughest aspect of being an indie developer?

Marketing and promotion of the game take a lot of work, but it’s crucial if the game is to become any kind of success. We didn’t have any experience in this area so there’s been lot of learning involved. And even if you know what you’re doing it’s still a big time investment to keep in contact with you community, reply to emails, write press releases, etc.

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No Giving Up Now: Wanderlust Interview

Conducted By Adam Ames

Matthew Griffin (pictured above) spoke to TPG about his NES-inspired RPG, Wanderlust: Rebirth.  You will read about how Wanderlust came to be, the successes and failures in doing so, opinions on the PC gaming industry and much more.

In its current form, how close is Wanderlust to your initial vision?

Jason and I looked back at some of our original design documents and aside from the final design of how the characters work, the game is precisely as we had planned from the beginning (with quite a few bonuses like item crafting and additional game modes). Jason and I are very fortunate to have found a time in our lives where we could dedicate so much of our free time to the development of Wanderlust; we look back on our game’s development and realize that there is almost no way we could do it again, now.

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Eleven Years Later: Serious Sam 3 Interview

Conducted By Adam Ames

Croteam’s Roman Ribaric talks with TPG about their over-the-top FPS, Serious Sam 3: BFE.  You will read about how Croteam was established, the development process of Serious Sam 3, their take on DLC and much more.  Here is a glimpse:

 Where did the idea for Serious Sam 3 come from?

Our team wanted to create a new Serious Sam game using the best elements from previous games and some new concepts we’ve been working on, along with our upgraded Serious Engine tech. There was also this whole backstory to Serious Sam: The First Encounter we wanted to explore and see how our man Serious Sam got to ancient Egypt in the first place.

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