Last edited by Kadayi; 26-09-2012 at 07:38 AM.
Can I just nip-in here for a second with something silly? Please??
Thanks to the feedback I got from here and some other places, I've updated my Wobbly Tower Voting System for Steam Greenlight
Breakdown of the changes is here
Greenlight page is now a popup (unblock it and drag it to a 2nd-screen or a new tab or just block and ignore it)
MANY more games visible at any one time
Tower play-area is bigger - games overlap slightly - links shorter - borders moved - moar space to play!
Games which 'fall off' the tower/out of the playarea are put at the top of the list instead of the bottom (where no-one could find em!)
Do I remove the sidewalls so that a collapsing tower is a bad thing? :)
Sorting, Ignoring and more filtering...
I'm not sure if you guys will find this interesting, but last week I wrote a post on Kotaku Australia about our Greenlight experience. As a marketing and promotional tool, it's the best $US100 we've spent, especially as we've struggled to catch the attention of the media.
We're sitting at about 52% now, and it's still chugging along at 1-2% a day.
It's a shame Valve pulled the data -- Greenlight Lite was a fantastic resource. Oddly enough, they pulled the info less than a day after we published ourselves on Greenlight.
It's not our fault, I swear.
In the old system, that's "less than 2%" - 114 games had 2% of more before they obscured that.
For perspective, there were 52 games which had 3% or more - so that's 5 months at 10 a month before anything else gets a look-in !?
Obviously they've made this all 'secret' so they can choose what the hell they want - the stats they are showing developers are so vague??
"You are xx% of the way to the Top100" probably means "we've not decided to look at your game yet" wheras once you make it into the Top 100 you know they've looked but you have to wait to see if they're going to say yes.
I am glad it's good for you as a developer - it was certainly a good move at first and probably was still worth $100 for the first week but the movement on games now seems glacial.
They have GOT to make it more interesting for the voter - there really is no incentive to hack through that heap of games, whatsoever...
Last edited by trjp; 27-09-2012 at 01:48 PM.
Yes, that's correct.That's 52% of your way towards the Top100 IIRC?
I completely agree with what you're saying -- visibility (of Greenlight) and incentive (for users to vote) are significant issues at the moment.
I'm not sure what the solution is -- I guess we'll just continue to participate in Valve's crazy experiment and see what happens. :P
Last edited by Logan Booker; 27-09-2012 at 03:26 PM.
i think steam greenlight is nice idea
i would like to use it in future
Dunno about wrong, but it seems to reward ensuring they're not in the Top 10 by 15 October.
edit: I suppose it's meant to be that each rank would include the lower ones, but it amuses me to read it otherwise. I just thought I'd say that explicitly to head off any "lol, dumbass" comments.
As an indie game studio, no, we haven't been given a direct contact. But I do have an email address for Augusta (interviewed in the RPS piece) from my previous job at Firemint (now Firemonkeys). I'll collect my thoughts and fire something through to her. Certainly can't hurt.Assuming you have an email address for contacting Valve, let them know about your specific concerns and suggestions. Brief and polite and to the point, one developer to another.
They need the feedback. And hopefully they'll listen.
Not unique to this particular Greenlight but there's waaay to many folks trying to compete on Greenlight. Which is insane, when they're pulling stuff like "if I get on Steam, I will give you..." it makes you wonder if they've really thought this through.
It's fairly often stuff I wouldn't even consider promising like prices for unreleased games they plan on selling primarily through Steam. Given Valve work in concert with the developers on pricing and can recommend the smartest price point for you to launch at, it seems mad to forfeit that before you make it to the gates. Offering launch sales of x amount the same, again, without access to people who know their own storefront remarkably well to advise, it's posturing and possibly complete idiocy.
Obviously not including keys to existing purchasers in this, in a lot of cases this is simply smart thinking and it's already well established that it's a viable and welcomed thing.
All in all, better to underpromise and overdeliver or just deliver what you were supposed to rather than screw yourself just racing to get on Steam, I'd have thought.
There's no manifesto. There's no formal plan.
This sort of stuff basically says "Steam or bust" and seems to show a lack of planning from my perspective. It's an admission of "Well, if we don't get on Steam, this project is sunk" which doesn't inspire faith.
Also the wording says "release" so I'm running with the idea that it means it'll be out and playable by the (which is what "release" means in gaming).
Ah, I just checked their Kickstarter thinking I might see requests from backers that it be distributed through Steam, and I found this:
So it appears that Steam is no longer accepting submissions for games until the 30th due to Steam Greenlight.
Although we can release through other platforms, my grand vizier tells me that we should wait to launch them all as close as possible; and I've learned to never disobey a talking stuffed animal.
It's possible that the intent is to ensure that backers have a choice as to distributor, but I think it's equally possible--and more worrisome--that they've delayed (or are prepared to delay) the release of the game to suit their purposes, at the expense of people who've already paid for it. I hope this doesn't become a thing.
Last edited by internetonsetadd; 28-09-2012 at 05:53 AM.
Well, until we do end up on Steam, people can buy Zafehouse: Diaries directly from our site. We've just released the full version today.
We also have a sale going for this weekend -- the game's only US$10. So if you're keen, check it out. :)