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Cyber Monday Deal: buy Nintendo Switch and get $35 Nintendo eShop credit

Cyber Monday Deal: buy Nintendo Switch and get $35 Nintendo eShop credit

Shoppers that missed out on Nintendo’s Black Friday offers this past weekend have another opportunity to enjoy a great deal. To kick off Cyber Monday, Nintendo announced that anyone who purchases a select Nintendo Switch system online on Nov. 26 – and Nov. 26 only! – at participating retailers will also receive a $35 credit* to use in Nintendo eShop. The promotion kicks off at 12:01 a.m. PT on Nov. 26 and ends at 11:59 p.m. PT the same day, while supplies last.

Nintendo eShop is home to a wide variety of digital games in nearly every genre imaginable – from indie games at value prices to downloadable versions of some of Nintendo’s most popular titles. This includes the recently released Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! games, as well as the upcoming Super Smash Bros. Ultimate game, launching on Dec. 7. It also includes Nintendo Switch hit games like Super Mario Party, Super Mario Odyssey, Splatoon 2, Mario Kart 8 Deluxe and The Legend of Zelda: Breath of the Wild.

“With the holiday season already in full force, we wanted to offer a deal on Nintendo Switch to help make holiday shopping a little easier for families,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “If you have someone on your list who is hard to shop for, this $35 in Nintendo eShop credit can be used toward their favorite kinds of games.”

The Cyber Monday deal applies to the base** Nintendo Switch system with either Gray Joy-Con controllers or Neon Red and Neon Blue Joy-Con controllers. People looking to take advantage of the deal should check their retailer’s website for availability and details.

Shoppers who want to treat themselves to their own holiday treats can also check out Nintendo eShop Cyber Deals. Active until 8:59 a.m. PT on Nov. 28, the promotion offers up to 50 percent off select digital games in Nintendo eShop on Nintendo Switch and Nintendo 3DS.

For more information about Nintendo Switch, visit https://www.nintendo.com/switch/. To check out the Nintendo Holiday Gift Guide and see what Nintendo has to offer this holiday season, visit https://happyholidays.nintendo.com/.

Remember that Nintendo Switch features parental controls that let adults manage the content their children can access. For more information about other features, visit https://www.nintendo.com/switch/.

*Nintendo Account required to redeem Nintendo eShop credit. Terms apply. https://happyholidays.nintendo.com/deals/

**Game not included.

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Dota 2 Update – November 24th, 2018

7.20c:
==
* Wraith Band: Attack speed bonus reduced from 7 to 6
* Wraith Band: Recipe cost increased from 210 to 220
* Bracer: Recipe cost increased from 210 to 220
* Null Talisman: Recipe cost increased from 210 to 220
* Sange: Recipe cost reduced from 650 to 600
* Yasha: Recipe cost reduced from 650 to 600
* Kaya: Recipe cost reduced from 650 to 600
* Bloodstone: Charges increased from 12 to 14
* Bloodstone: HP/MP regen per charge increased from 0.25 to 0.3

* Bounty Hunter: Agility gain reduced from 3.0 to 2.7
* Bounty Hunter: Track cast range reduced from 1200 to 1000
* Brewmaster: Cinder Brew activation mechanic has been reworked. It now ignites anytime a target is dealt 80 spell damage or more, dealing 20/25/30/35 DPS for 3 seconds. (If you activate it while the debuff is already going, it will extend the ignite debuff duration. If activated after the ignite debuff wears out, a new ignite debuff will be added)
* Brewmaster: Cinder Brew primary buff duration is no longer extended when activated (they are seperate debuffs now).
* Brewmaster: Level 25 Talent reduced from +200% Drunken Brawler Critical Strike to +175%
* Centaur: Stampede slow duration increased from 1.8 to 2.3 seconds
* Chaos Knight: Chaos Strike lifesteal increased from 35/40/45/50% to 35/45/55/65%
* Clinkz: Attack range increased from 640 to 650
* Clinkz: Burning Army base attack time improved from 1.65/1.5/1.35 to 1.5/1.35/1.2
* Clinkz: Level 20 Talent increased from +100 to +125 Attack Range
* Dazzle: Shadow Wave cooldown increased from 13/11/9/7 to 14/12/10/8
* Death Prophet: Base movement speed increased from 310 to 315
* Death Prophet: Level 10 Talent increased from +12% Magic Resistance to +15%
* Death Prophet: Level 20 Talent increased from -2s Crypt Swarm Cooldown to -3s
* Doom: Devour hp regen reduced from 5/10/15/20 to 4/8/13/18
* Drow Ranger: Marksmanship now deals bonus 120 physical proc damage against heroes
* Elder Titan: Astral Spirit attack damage per hero reduced from 20/40/60/80 to 15/30/60/80
* Elder Titan: Astral Spirit cooldown increased from 16 to 17
* Ember Spirit: Sleight of Fist bonus damage increased from 35/70/105/140 to 40/80/120/160
* Ember Spirit: Level 10 Talent increased from +200 Flame Guard Absorption to +250
* Ember Spirit: Level 15 Talent increased from +50 Flameguard DPS to +60
* Enchantress: Base armor increased by 2
* Faceless Void: Time Lock damage reduced from 30/40/50/60 to 25/30/35/40
* Gyrocopter: Strength gain increased from 2.1 to 2.3
* Kunkka: Tidebringer cleave damage increased from 150% to 165%
* Lina: Base armor increased by 1
* Lone Druid: Base armor reduced by 2
* Lone Druid: Agility reduced from 24 + 2.7 to 20 + 2.4
* Lone Druid: Spirit Link cooldown rescaled from 44/36/28/20 to 43/36/29/22
* Lone Druid: Level 10 Talent reduced from +175 Attack Range to +150
* Lone Druid: Level 20 Talent changed from +40 Spirit Link Attack Speed to -0.2 Spirit Bear Base Attack Time
* Luna: Agility gain reduced from 3.3 to 3.1
* Luna: Level 10 Talent reduced from +20 Attack Speed to +15
* Luna: Level 20 Talent reduced from +10 All Stats to +8
* Luna: Lunar Blessing night vision reduced from 250/500/750/1000 to 200/400/600/800
* Lycan: Howl attack speed reduced from 21/34/47/60 to 20/30/40/50
* Meepo: Divided We Stand XP gain reduced from 50% to 40%
* Meepo: Level 15 Talent reduced from +40 Poof Damage to +30
* Nature’s Prophet: Base armor increased by 1
* Nature’s Prophet: Agility gain increased from 2.4 to 2.8
* Naga Siren: Level 15 Talent reduced from +15 Agility to +12
* Outworld Devourer: Intelligence gain increased from 2.7 to 3.0
* Outworld Devourer: Base armor increased by 1
* Outworld Devourer: Equilibrium slow from 12/20/28/36% to 12/22/32/42%
* Outworld Devourer: Arcane Orb no longer ignores Ancients
* Phantom Assassin: Level 15 Talent reduced from -4 Armor to -3
* Phantom Assassin: Blur manacost increased from 20 to 30
* Puck: Intelligence gain increased from 2.4 to 2.7
* Sand King: Base damage reduced by 2
* Sand King: Strength gain reduced from 2.9 to 2.8
* Sand King: Agility gain reduced from 2.1 to 1.8
* Spectre: Haunt damage increased from 40/50/60% to 40/55/70%
* Spirit Breaker: Greater Bash damage reduced from 16/24/32/40% to 12/20/28/36%
* Storm Spirit: Intelligence gain increased from 3 to 3.2
* Storm Spirit: Static Remnant damage increased from 120/160/200/240 to 120/170/220/270
* Slardar: Level 20 Talent changed from +50 Attack Speed to +30% Lifesteal
* Slark: Pounce duration reduced from 2.75/3/3.25/3.5 to 2.5/2.75/3/3.25
* Slark: Dark Pact manacost from 55/50/45/40 to 60
* Slark: Shadow Dance duration from 4/4.5/5 to 4/4.25/4.5
* Slark: Agility steal now also occurs when an enemy dies within 300 units from you with the debuff, rather than only when you get the killing blow
* Slark: Level 10 Talent reduced from +8 Agility to +6 Agility
* Slark: Level 20 Talent reduced from +2s Pounce Leash to +1.5s
* Slark: Level 25 Talent reduced from +120s Essence Shift Duration to +100s
* Timbersaw: Strength gain increased from 2.1 to 2.4
* Timbersaw: Whirling Death tree bonus damage increased from 10/14/18/22 to 10/15/20/25
* Tusk: Strength gain increased from 3 to 3.4
* Undying: Level 20 Talent reduced from +6 Tombstone Attacks To Destroy to +5
* Undying: Level 25 Talent increased from Gains Reincarnation 200 CD to 250 CD
* Ursa: Fury Swipes damage reduced from 12/18/24/30 to 10/16/22/28
* Ursa: Level 15 Talent reduced from +16 Agility to +14
* Venomancer: Base agility increased by 4
* Venomancer: Level 15 Talent increased from +6% Poison Sting Slow to +8%
* Visage: Strength gain reduced from 3.2 to 3.0
* Visage: Grave Chill cast range reduced from 650 to 625
* Visage: Level 20 Talent reduced from +80 Familiars Movement Speed to +60

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2018 Steam Autumn Sale + Steam Awards Nominations Continues

The 2018 Steam Autumn Sale continues through Cyber Monday*, with great deals across the Steam catalog. Check out all discounts available during the Autumn Sale for the next three days!*

In addition to discounts on thousands of great games, join the nomination process for the Steam Awards 2018. Nominate games and developers across a variety of categories, and earn profile XP and badges for participating! Also, don’t forget to share your nominations page with your friends. Your nominations will help determine the finalists for each category. In December, you can vote on the winners for each category during the Steam Winter Sale. Learn more about the Steam Awards here.

*Offers end Tuesday November 27th at 10am Pacific.

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Shenmue 3 dev ends crowdfunding efforts with over $7.1M raised

Shenmue 3 developer Ys Net has ended its crowdfunding efforts after raising over $7.17 million from 81,078 backers. 

As some of you might recall, the studio actually began raising cash back in 2015, when it launched the Shenmue 3 Kickstarter during E3. 

That initial campaign saw 69,320 backers pledge over $6.3 million, helping Ys Net absolutely smash its initial $2 million funding goal.

After concluding its Kickstarter, the dev team opened up a three month “slacker backer” period through PayPal, which we now know resulted in around 12,000 latecomers pledging an extra $800,000 — taking the grand total across all campaigns to $7,179, 510.

“Quite an impressive score, isn’t it!? Seeing the final numbers, all of us here can’t help but feel all over again the immensity of the support everyone has given to make this project come true,” commented Ys Net in a Kickstarter update. 

“There are now less than 10 months left until the release date on August 27, 2019. Everyone on the team is giving it all they got every day in the run-up to the release, and we hope we can continue to count on your support.”

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Black Friday Deals For Game Developers 2018

As has become a tradition here on GameFromScratch, every year we track down and present the best Black Friday deals of interest for game developers.  This year is no imageexception, so here they are!  Although it is becoming less and less of a thing, this page will also track applicable Cyber Monday deals as well.  If you know of a missing deal, let me know in the comments down below and I will do my best to add it.

3D Coat (Store Link)

3D Coat is a 3D sculpting, paintings and PBR texturing application that is currently $100 off during Black Friday, valid through Nov 26th.

Adobe (Store Link)

Adobe are offering 25% off their entire creative suite annual subscription service.  This includes seminal products such as Photoshop, Illustrator, Animate and more.

APress (Store Link)

Any aPress published ebook for $7.

Affinity Paint/Designer (Store Link)

All Serif products are currently 30% off for Black Friday, including Affinity Designer, Painter and Painter for iOS.  If you want to learn more about Affinity Designer, check out our recent video.

Allegorithmic (Substance) (Store Link)

Save 33% on annual subscriptions for their Substance Suite of PBR texturing tools (Painter, Designer, B2M).  For more information on Substance Painter, check out our recent hands on video.

Amazon

Amazon is always heavily involved in Black Friday and sell a wealth of software and hardware that’s useful for game developers.  I will be updating this category as deals come online.

Asus GX501 15” Ultra Portable GeForce 1070 Laptop $400 Off

Corel Draw 30% Off

Corel Painter 2019 33% Off

CyberPowerPC PC Towers – @20% Off

Dell XPS 15 Laptop with 1050 Geforce $200 Off

Gigabyte Aero 15x 1070 Thin Laptop $550 Off

Google PixelBook 19% Off

MacBook Pro 13” $100 Off

MSI GS63VR Stealth $350 Off

Microsoft Surface Go 10% Off

Logitech MX Master 50% Off

Oculus Rift $50 Off

Razer Blade Stealth $200 Off

Samsung Monitors @25% Off

Samsung Tablets 33-44% Off

Smith Micro Software (Anime Studio, MoHo, Poser, etc) – Moho 30% off

CGTrader (Store Link)

CG Trader are offering up to 50% discount on 3D models this Black Friday.

ClipPaint Studio (Store Link)

ClipPaint Studio (the successor to Manga Studio) is an anime style painting application that is currently 50% off for Black Friday.

The Foundry (Store Link)

The Foundry are offering 30% discounts to Modo subscriptions and 15% off maintenance.

Humble Bundle RPG Game Dev Bundle (Store Link)

Technically not a Black Friday sale, but the Humble RPG Game Dev Bundle is going on during the same period.  Now with an improved license, you can get a ton of RPG related graphics, music and icons for a low price while helping charity.  I got hands-on with the bundle in this video.

Marmoset (Store Link)

Save up to 50% on all Marmoset Software, such as Toolbag, Viewer and Hexels.  See Hexels in action in this video.

Microsoft Store (Store Link)

The Microsoft store is an ecceletic mix of software, computers and devices, with a variety of items on sale during Black Friday such as laptops, tablets and VR headsets.

PluralSight (Store Link)

Pluralsight offer online training and courses.  Their Black Friday sale includes 33% off on subscriptions.

Packt Books (Store Link)

All eBooks and videos from Packt Publishing are available for $10 during the sale.

Quixel (Store Link)

Quixel’s sale doesn’t actually start until Black Friday.  Generally its a discount of their texturing software as well as their texture resources.

Safari Books Online (Store Link)

Safari Books is O’Reilly Press’ online book repository, offering full access to thousands of computer related books.  This sale, good through Monday, is good for 50% off an annual subscriptions, a $200 value.

Steam Autumn Sale (Store Link)

Steam is also having their annual autumn sale with tons of game development software available at discounted pricing.

TurboSquid (Store Link)

TurboSquid is offering select 3D models from their catalog for up to 40% off.

Udemy (Store Link)

Udemy is offering most of their thousands of online courses for $10 each.

Unity Asset Store (Store Link)

There are sales across the entire Unity Asset Store for Black Friday, generally 50% off or better.  Pretty much all kinds of assets are currently on sale, models, plugins, tools, you name it.  They have also organized several discounted bundles specifically for Black Friday.

Unity Essentials Bundle – 55% Off

Unity World Building Bundle – 55% Off

Unity Ultimate Characters Bundle – 55% Off

Unity Quick Prototyping Bundle – 55% Off

Unreal Engine Marketplace (Store Link)

Unreal Engine aren’t having a Black Friday sale… they are having a “Fall Sale”.  Same thing, different label.  Save up to 90% off on 3,100 items in their online asset store.  The “totally not a Black Friday” sale ends on November 27th.

YoYo Games (Store Link)

YoYoGames are offering 20% off all licenses for all GameMaker products.

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Some of the above links contain affiliate codes, meaning if you make a purchase through a link on this site you help GameFromScratch.

GameDev News


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GameStop to sell Spring Mobile division for $700 million

U.S. video game retailer GameStop intends to sell its Spring Mobile business to Prime Communications LP for $700 million as part of its ongoing strategic and financial review.

Spring Mobile currently owns and operates 1,289 AT&T wireless stores, and GameStop hopes that by selling the company it will be able to reinvest some cash into its core video game and collectibles business.

Proceeds from the sale might also be put towards fund share repurchases, and paying off some of the company’s outstanding debt.

“This transaction enables GameStop to enhance our performance with an increased focus on the video game industry and the rapidly-growing collectibles space,” explained Dan DeMatteo, executive chairman of GameStop’s board of directors. 

“These are areas where we have considerable experience and where we are well positioned to capitalize on our competitive position.” 

The transaction is expected to close during the fourth quarter of the fiscal year ended March 31, 2019.

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Total War: Arena shutting down after failing to meet expectations

Total War: Arena will shut down in February 2019 after the results of its open beta test failed to meet expectations. 

Developed by franchise custodian Creative Assembly, Arena was a free-to-play Windows PC title that combined elements of real-time strategy with multiplayer battle arena gameplay. 

The game entered open beta on February 22, 2018, and was the first project to emerge from the strategic partnership between Wargaming, Sega, and Creative Assembly. 

“It has been an absolute privilege to work with you all on this project, but unfortunately the results of Arena open beta test did not meet all our expectations,” explained Creative Assembly in a blog post

“I would like to take a moment to thank the Arena team, who have poured their heart and soul into this game’s development and are just as disappointed by this as you. For those of you wondering about the team, they will all continue working on Total War, sharing their experience and learnings from Arena.”

To soften the blow for players, Creative Assembly is offering a free piece of Total War content, including a full game in the form of Total War: Medieval II – Definitive Edition, through the Wargaming Game Centre. 

Wargaming is also dishing out 30 days of Premium Account time to any Arena player that tries out World of Tanks, World of Warships, or World of Warplanes — provided they played 100 or more battles in Arena over the past year.

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Review: Battle for Korsun

Battle for Korsun is a turn-based ‘lite’ strategy wargame set during the Eastern Front of World War 2. Specifically, it covers the events of the Korsun-Shevchenkovsky Offensive between Jan/Feb 1944 which led to what is known as the Battle of the Korsun-Cherkasy Pocket. A surrounded German Army Group failed to breakout and find relief, causing massive casualties.

The game is developed by Yobowargames, or Lance Craner as he is also known, and is a more simplistic wargame that acts as a great gateway experience for casual enthusiasts or those looking to get into that particular niche. Key features include:

  • Hotseat or German v AI
  • Large Map
  • Units represent Divisions/Regiments or Battalions
  • Variable weather conditions

At the time of writing, Pocket Tactics has yet to do it’s own dedicated review on Battle for Korsun, however our sister website Wargamer.com has a review of the PC version if you’re interested in some broad impressions.

Once we do a dedicated review on iOS, this text will be replaced by the official PT verdict.

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Pokemon: Let’s Go has sold over 3 million units worldwide

Pokemon: Let’s Go, Pikachu! and Pokemon: Let’s Go, Eevee! has sold three million copies worldwide in its first week on shelves. 

The news comes straight from The Pokemon Company on Twitter (translated by the good folks at Gematsu), and means Let’s Go is already the fifth best-selling Switch title of all time.

It’s a notable feat when you consider Let’s Go isn’t even a mainline Pokemon release, but rather a casual re-imagining of Pokemon Red and Blue that pulls over mechanics from the Pokemon Go mobile game. 

Despite that apparent handicap, the title also managed to sell over 660,000 units in Japan during in first three days on home soil, helping triple Switch hardware sales in the region.

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We Happy Few, Early Access, and the danger of a good trailer

It might seem strange to say this now, but four or five years ago, the malevolent spirit of Early Access seemed to haunt every corner of the gaming world.

Journalists lamented the never-ending monsoon of unfinished games clogging their spam filters, PR fusillades riddled with typos occasionally erupting into their inboxes; experienced developers eager to test this new model found themselves spattered by the stink of shovelware, deserved or not; and players themselves tuned out by the droves, continually disappointed by quick cash-in after quick cash-in.

“From the PR perspective, back then, if your email said Early Access, it went to its own folder, and that folder was probably the garbage can,” says Stephanie Tinsley Fitzwilliam, founder and chief of Tinsley PR, a marketing firm specializing in games.

“They began inundated with these unfinished games they were supposed to write about, and that’s not fair to them, even as good as the game might end up being. From a PR perspective, you’ve killed your chance by releasing that broken game early.”

Today, Early Access is merely an asterisk on a game’s release schedule, another bullet-point for an player to consider before settling on the “buy” button. For some mammoth genres, the pre-release hype cycle has become almost mandatory: it’s hard to imagine any serious contender to the battle royale or survival thrones skipping that step, especially since Epic Games’ industry-defining Fortnite continues to advertise itself as “Early Access.”

However, though the culture has shifted in favor of devs who try to organically build an audience as they work on the game itself, to hear some tell it, the label still brings a substantial amount of risk. After all, just ask Compulsion Games, the studio behind the hugely-successful first-person truncheon-’em-up, We Happy Few.

The danger of a good trailer

A simple chronicle of the many boundary-shattering events that occurred during the development of We Happy Few is enough to make any game developer sweat. First came the successful Kickstarter, buffeted by a healthy amount of buzz for the game’s anesthetized take on London’s “Swinging Sixties.”

Then came the Early Access release, which rocketed up the Steam charts off the game’s highly-successful marketing campaign, which included an on-stage teaser at Microsoft’s 2016 E3 press conference that set the veins of the internet alight with intrigue and rumor.

As Compulsion’s COO & producer Sam Abbott describes it, he began to see the idea of the game crystalize in the minds of the fans – an idea that diverged in both scope and scale from the game the team was actually making.

“When the game was launched in Early Access, the expectations of what it was were already set in people’s minds,” he says. “It was a very interesting sort of situation, because people looked in isolation at that video and assumed that’s what the game would be, and ignored all the previous streams – which had millions of views at that point – and they ignored all the marketing material that was on the store page. They ignored the store page, the description, dev interviews, our commentary – basically everything that helps paint a picture of the game.”

 

“The first and most interesting thing I can tell to other developers: Your store page is not irrelevant, but it’s a bit irrelevant. If people have an idea in their mind of what your game is, that’s what they’re buying. It’s not the fine print. In fact, it doesn’t matter how big the print is.”

As Abbott recalls, this apparent “window dressing” included a massive Early Access disclaimer that stated that Compulsion hadn’t yet implemented any aspects of the game’s story – instead, they were focusing on its kooky atmosphere and core survival elements, such as hunger and thirst meters.

“A large number of people just ignored that,” he said. “That’s the first and most interesting thing I can tell to other developers: Your store page is not irrelevant, but it’s a bit irrelevant. If people have an idea in their mind of what your game is, that’s what they’re buying. It’s not the fine print. In fact, it doesn’t matter how big the print is.”

As the feedback continued to flow into Compulsion, the studio decided to make a late-game shift – rather than building a tiny, roguelike-flavored survival experience, they chose to instead staff up and make the game that their newfound customers wanted. In Abbott’s mind, this was the key advantage that the open development process of Early Access afforded the studio.

“I think if we hadn’t done Early Access, I don’t think We Happy Few would’ve been as successful,” he says. Of course, not everyone at Compulsion was thrilled with the studio staffing up to construct an indie experience that could compete with the likes of BioShock, instead of the smaller-scale of the original pitch. For Abbott, however, such concerns about clarity and consistency of artistic vision are ultimately less important than building a game that an audience will mass around.

Early Access can earn you useful feedback — but it won’t save you

“Look, I’m a producer,” he says. “I think a lot of talk about vision and that sort of thing is wank. I appreciate that people have ideas in mind, and sometimes they have a very crystal-clear idea of what they want to build, but the truth is that visions change…the game you want to make rarely survives first contact with people. We were able to build out these story locations and story moments and character development. When your game gets bigger, you spend more time with the audience, and you can become more ambitious.”

In order to make that experience possible, however, Compulsion needed money, and a lot of it. As We Happy Few ballooned, so did the studio itself, first through a close partnership with Microsoft – which bore fruit in the form of that highly-prized E3 stage slot – and eventually the newly-forged publishing arm of Gearbox, who provided much of the funds that ultimately allowed Compulsion to reinvest in their idea and scale up to a “retail-quality” title, along with a raft of other investors.

 

“One: do you think your game would benefit from significant, ongoing feedback? And two: do you have financing requirements that might benefit from Early Access?” If the answer is yes to both, then I think you should go for it.”

While Abbott describes both relationships as extremely productive, a retail game almost always carries a premium price tag, and that’s where the controversy began to flood in: when Compulsion made the tough decision to raise the price from $30 to $60. Though Abbott and Co. carefully authored a blog post where they announced the decision, once word of the hike creeped outside the community, the internet ran wild with the news.

“As far as I’m aware, I don’t think anybody has been quite as open about that decision as we were at the time,” Abbott says, with a small sigh. “Every single reason is there, and we’re quite open about a bunch of things that influence decisions once you start getting into the retail market…The community that follows us understood what we were doing, but the people who picked it up on Reddit, or maybe an angry YouTube video, just sorta caught the price rise and didn’t understand we were effectively tripling the size of the game.”

“Judging price is difficult no matter how you look at it, but I think the bigger issue is unless the community is judging your final product, they’re not going to have the right perspective. It’s not something that consumers and gamers are aligned on at all. You’ve got some people who’ll never pay more than $15 for a video game. Obviously, that’s a bit absurd when you think about the time and energy people put into them. The bigger companies have created a lot of monetization systems because certain customers don’t want to pay anymore, even though the costs of development are increasing. All of that is really not to criticize anyone, but to mention that people are in different situations and places all of their lives.”

When push comes to shove, Abbott says that if Compulsion could start all over again on We Happy Few, he’d make all of the same decisions again. Though he thinks Early Access is ultimately here to stay, to him, player communication still remains one of the greatest challenges that the team faced, and he’s still not quite sure how to fix it.

Even though Compulsion published three years’ worth of blog-posts detailing every aspect of the game’s turbulent development, it didn’t do much to stem the tide of angry commenters when word of the increased price hit major gaming subreddits. And though developers might still maintain a stereotype of what an Early Access game looks like, Abbott says that it’s best to keep an open mind.

“People say that Early Access doesn’t help story-based games, and while I think that was a challenge in our situation, it wasn’t for the reasons that people talk about. People say that a story spoiled is a bad story, but in our case, the story wasn’t there, but the setting was. It’s all about managing expectations in that regard, if a big part of your game is missing, then you need to properly communicate that.

“It all goes back to two core points,” Abbott concludes. “One: do you think your game would benefit from significant, ongoing feedback? And two: do you have financing requirements that might benefit from Early Access?” If the answer is yes to both, then I think you should go for it.”