Showing posts with label the castle doctrine. Show all posts
Showing posts with label the castle doctrine. Show all posts
Tuesday, January 21, 2014
Blips: No Sale
Source: Why Rampant Sales are Bad for Players
Author: Jason Rohrer
Site: The Castle Doctrine blog
I have to admit, part of the reason I started playing a lot of indie games on the PC is because of pay-what-you-want sales on games that were previously only available on platforms I did not own. Humble Indie Bundle V contained Braid, Limbo, Super Meat Boy, Superbrothers Sword & Sworcery EP, Bastion, Amnesia: The Dark Descent, Psychonauts, and Lone Survivor, and I got them all for $15. What a steal. It was a deal that seemed too good to be true, but there was no "catch" to be found. Since them I've been introduced to regular Steam sales where game prices dip down so low, they're practically free. I've held out on buying games for 50% off, just in case they're 75% off at some point during the course of a 2 week sale period. I don't buy computer games at full price, and I never pirate them. I just try to be a smart, informed consumer.
That said, I agree with a lot of what The Castle Doctrine designer Jason Rohrer has to say with regard to the detrimental consequences of a discount video game marketplace culture. The crux of Rohrer's stance is that when you launch a game at full retail price, then slice it in half the next time a Steam sale rolls around, you're throwing the dedication of your most ardent fans, the ones who bought your game at launch, back in their faces. You're telling them, "you should have waited," and the rub is that next time, maybe they will. Rohrer plans to counteract this with The Castle Doctrine by offering the game for 50% off as a pre-order/alpha, raising to 25% off for launch, and eventually raising back to full price a few weeks down the line. Rohrer claims he will not put the game on sale thereafter.
I'm curious to see how this goes for Rohrer (as if his game didn't have enough critical chatter as is) because the tidal wave of discounted games just seems so strong. In some ways, sales are all about the increased visibility as much as the lower prices. Even a 10% off sale can beget a ton of new players if it means the game shows up on Steam's front page. I think Rohrer's concerns about people buying games just to take advantage of sales is valid (the "pile of shame" is proof), but I'd also be concerned about interesting games living out their days in the shadows because no one remembers they exist two weeks after launch. I don't know that there's a right answer here, but I'm happy to see Rohrer exploring new options.
Wednesday, August 14, 2013
Blips: Early Access
Source: The strange, sad anxiety of Jason Rohrer's The Castle Doctrine
Author: Leigh Alexander
Site: Gamasutra
Well, Jason Rohrer's home invasion/security game The Castle Doctrine is certainly proving to be quite the conversation starter, and it's not even out yet. The game, which centers around the titular Castle Doctrine, which is an American legal principle wherein individuals are justified in using lethal force against perceived threats inside their home puts players in the role of a paternal figure who must both fortify his home to protect his family, and break into other players' homes to steal from them. The concept of "perceived threat" is a politically charged issue with a great deal of visibility right now due to the Trayvon Martin court battle and the state of Florida's "stand your ground" law. However, Rohrer seems less interested in making public comment on this hot-button issue and instead focusing on his own personal experience as the de facto "defender" of the household.
In an enlightening profile in Gamasutra, Leigh Alexander discusses Rohrer's motivations for making The Castle Doctrine, as well as his reactions to the controversy stirred by media around his unreleased game. I feel the unreleased nature of this title is a huge caveat in the criticisms that have been leveled against the game so far. By the sound of it, players are supposed to learn to care about their family of characters though repetitive play, which is a concept that only exists and succeeds or fails in theory until we can actually play it. Likewise, Rohrer feels that critics of his game are misreading what the game is saying, and I'm inclined to refute that statement on the principle that meaning is not bound to the singular track of authorial intent, but if these critics are going off of interviews and small gameplay samples, they may indeed be misreading the work, because they're judging based on literal or conceptual fragments.
By all accounts, The Castle Doctrine seems like it'll be a pretty disturbing experience, and I'm curious to find out how prescient or out of touch it ends up being, once I can actually play it for myself.
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