And the sun sets
tale-of-tales.com
tale-of-tales.com
I am one such person. I am interested in Sunset and fully intent to play it, but have not yet purchased it, for the simple reason that there are many titles that I already own that I have yet to play; I am suffering from a massive backlog, and from what I can tell, this is the case for an overwhelming majority of RPS readers
Here is a person who likes the genre, but they already own so much product that they don't have time to play a new game. What that says to me is that game publishers are doing themselves a huge disservice by charging so little for their games. If you could imagine a fine art store where everything was $0.99, you might have dozens of paintings in your collection that you don't have wall space to put them on.
So rather than paying a lot of money for a game and valuing it such that it is played before the next one is purchases, people binge on a dozen different games which never satisfy and only a few are "worth it".
It is a sad place for game developers (charge more but get few sales as people work through the crap) or charge less and get few sales because nobody knows which are good and which are crap.
I only regret a few purchases, though. I enjoy having a large selection of options, and when I'm in the mood for something new I will browse through them and pick out something I haven't tried yet.
When things cost "a lot" in ones mind, it makes us far more discriminating buyers. That was certainly true when Games were $60 a pop, but not true when they are $1 - $9 each.
I think what we're missing is curation. In the hardware world, there are companies like Alienware and Apple that whittle down those choices into fairly straightforward options (though for a hefty premium, usually). For gaming, Steam is working on a Curators[1] feature that seems to be an alright start, but still needs a lot of work.
Back in the day I got three different computer games magazines and could reliably buy the games that got high scores in all three, knowing I would get enough enjoyment out of them to feel they had good value. My Andriod and iOS game experience has been spotty at best.
Metacritic tries to do that by aggregating reviews, but apart from the extremes it just winds up rating everything as "average", which I suppose is accurate, but not really informative.
Other than a variety of sources providing a variety of perspectives on any given game, though, how else could consumers make an informed decision? Your suggestion that price correlates to quality doesn't add up particularly where games are concerned, as there have been several very high-dollar flops and disappointments in recent years. It also sounds like you're suggesting creating artificially higher barriers to entry to get there, which I disagree with philosophically.
The basic idea is great. This game has the kind of factors that make you want to like it: it's experimental, it hints at a great story, it's a period piece. However, the disappointments keep adding up as you interact with it.
Sunset's graphics performance is abysmal on OS X. On a current, maxed-out iMac I had to keep lowering the settings throughout play and still wound up with intolerable choppiness. The game does look good, but not that good as to justify having these issues.
In the beginning, it's fun to play. You discover the house, and the house keeps changing in interesting ways every time you visit. It's atmospheric. The music is as stark and beautifully depressing as the apartment. I enjoyed doing the chores, and took great care of what I did in the house. But it soon dawned on me that my actions don't really have any consequences. The "plot" keeps moving along, telling you of the results of your actions, whether you actually performed them or not (at least as far as I can tell, it's kinda difficult to say).
The chores get old very fast, and you start to skip your work. Which doesn't seem to be of any consequence at all. The more you play, the more you get the feeling that you're moving on rails, pushing difficult-to-reach yet pointless buttons in the process.
The monologue put forth by the protagonist isn't encouraging either. While at times poetic, it seems mostly banal and fake - which is astonishing considering the subject matter. Talking about banality, I played this on Steam, and you literally get achievements for zooming in on book titles and record labels, for no apparent reason.
More than anything, it's a missed opportunity. Nobody involved in the process stopped and looked at basic factors like: the pacing, the graphics, the dialogue/monologue, or the user experience overall. The game feels like something you'd expect to be still in development.
Although the game is most likely a labour of love, the jarring shortcomings in its implementation make it look like it's coasting along lazily on the merits of its premise without any intention of actually delivering on it.
Advertising your game is great and all (although I seriously question if their PR/ad markets were well researched before their money was spent, because their ROR on those dollars was essentially nil) but you HAVE TO have a good game in the first place or else no one is going to want to play it. After reading the article it seems like they were more interested in going around saying "hey we made this game and we really really want you to pay us money and play it!" instead of making a kick-ass game in the first place.
There are genres where this could and does work, but not in the niche Sunset is playing in.
> although I seriously question if their PR/ad markets were well researched before their money was spent
I agree, and it's an easy trap to fall into for anyone. Spending money in all the wrong places is always a danger, and the problem is that the people you are paying of course won't tell you even if they know you're making a mistake.
> instead of making a kick-ass game in the first place
I believe someone on the team thought the game was excellent as is. Development shops and teams of all sizes can exhibit work dynamics where problem areas get ignored and sub-par stuff is getting churned out. In a big company this might be due to politics and power structures. In small shops this might be because you don't want to disappoint a close friend.
Somebody at that company should have said "this is a good idea, and a promising prototype, now let's get back to the drawing board and keep iterating". In retrospect I don't get the bitterness expressed in the article. It's not like they lack talent, and it's not like they're drastically under-appreciated for unknowable reasons. Those would be reasons to quit. But not this. This is something you can learn from and improve on.
Iterating gets expensive, fast. And apparently they're not making back the money they put in.
I think that's fair. There's a limit to how much you should have to spend to entertain other people if they're not (collectively, after expenses) paying you.
Behind every terrible work of art is a creator insisting that it's brilliant.
Artists love their art the way parents love their children. That means they're not really reliable judges of its quality, so a key to success for them is finding people who can be objective, and learning to listen to them.
I love the analysis on https://gamerdame.wordpress.com/2011/08/13/in-depth-analysis... (ALERT: heavy spoilers and an interpretation that can affect your perception).
Also, paying PR and marketing people to market some niche 'art' game? WTF are these people thinking?
https://emshort.wordpress.com/2015/06/18/sunset-tale-of-tale...