Darwinia dev Introversion done with XBLA
Steam represents its future.
Couple Darwinia+'s longer than expected development with a "poor performance" on Xbox Live Arcade, and it's no wonder Introversion has decided to focus its future on Steam.
"Do we regret working with Microsoft? No, but it's unlikely we'll work with them again," Introversion's mouthpiece Mark Morris told PC Gamer.
"[Microsoft] make you work harder on the production value, but they don't back it up with sales."
Darwinia+ is a combination of Darwinia and Multiwinia - a project bossed by Microsoft that took Introversion down a frustratingly long and winding development path. Darwinia+ was eventually released in February 2010, nearly four years after Darwinia - and a precocious, naive Introversion - won top honours at the Independent Games Festival.
The poor sales of Darwinia+ almost ruined a fragile Introversion. What saved the once bastion of British independent gaming was, coincidentally, Steam, and the sale of nuclear warfare strategy game Defcon.
"For the first time in a long time we've got a cash flow that extends out for two years at our size, which is nice," said Morris in August 2010.
With that cash, Introversion can hoist its sails; and with creator Chris Delay reinvigorated to be finally working on his beloved Subversion - comes the wind to fill them.
Subversion: Introversion's long-awaited 'next'.
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Comments (46) Latest comment 1 year ago
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Slightly odd comment - Microsoft can't force 360 owners to buy games, or any particular game. I don't think MS insisting on certain quality levels is a bad thing, it's pushing to get the best to 360 owners, as I'm sure Sony push for PSN users etc...
I can only assume that Darwinia just wasn't suited to 360 or the userbase. Just more of a PC game, perhaps?
I liked the look of it, but never got round to buying it (comparatively high price point, if I remember corectly), but this had nothing to do with a failing on MS's part. I was aware of the release, I just didn't act on it.
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Indeed.
Also wasn't the price quite high?
XBLA has plenty of games that make shitloads of money. Not so cool being angry about your game that didn't sell and blame it on MS.
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* and Android et al too.
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Unless of course Subversion is a video game about Code Repositories, with special attack options like MERGE, and BLAME and the dredded CONFLICT.
Activate your DIFFs boys and girls.
/supergeekmode
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If it drops down to 600 in a sale, I would most likely end up buying it as would many others I'm sure.
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There's a fair point from Team Meat(?) about bring promised to be the only release that week to find it bundled in with a couple of others. At least we can try before we buy.
I'll download the trial versions of most XBLA games and give them a punt. Didn't like Darwinia but loved Blade Kitten. MS had no influence over that decision.
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@dancingrob
400 point indie games seem like a good idea, but I don't think it worked for Space Giraffe.
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The way I can perhaps see around the problem is a way of integrating the better indie games into Game Room, although I've absolutely no idea how possible this is from a licensing / rights etc. issue.
Game Room has been a massive flop (to put in mildly) as the quality of the games is incredibly low, and the cost is high compared to indie games.
Good indie games struggle to be noticed, unless they're massive hits like I Made a game with Zombies, or you follow lucky-jim's stirling work on the EG XBL Indie Games thread, yet most of the best ones are precisely the kind of retro / score attack type things that Game Room is all about.
If MS could find a way to 'approve' titles up to be released through Game Room, it would solve a whole load of issues regarding indie game visibility, and also add a few other fringe benefits like adding achievements to indie games in the process. It also means Game Room becomes a far more useful feature than it is right now, which should satisfy all parties.
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Not convinced that the retro titles 'lack visibility' myself.
A lot of decent / well known retro releases all received a full 400MSP XBLA release in the early days of the XBLA service, meaning that Game Room has pretty much been left with the dregs, with only maybe 5-10 games that most people would want to play - some of which are also full XBLA titles, meaning interested people had already bought them 'outside' of game room.
The muddling issue is certainly true, although I'm not sure it's a problem?
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Indie games definitely need more attention, but I don't think Game Room is a good mechanism for that. It's not proved all that popular in itself and I don't know anyone who's been back there since the first few updates. Something similar might work for Indie games, but could easily suffer the same problem of people not paying any attention to it.
I'd like to see them showcased a bit more often on Spotlight a bit more though. I really enjoyed the Independint Charles show when it was on, and The Ballad of Apple Jack actually got me to make my first Indie purchase. It might have come off as a bit too strange for some though, but I really liked Consolevania so it worked for me.
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Reading between the lines, what Mr Morris is saying is that Introversion naively completed changes to Darwinia+ under Microsoft's recommendations without sufficiently evaluating whether the costs required to modify the product would be recouped. Which they weren't.
His complaint is that Microsoft essentially screwed them. They decided on a price point which was too high for the product and placed unreasonable demands on his company. Of course Introversion could have declined the changes but Microsoft essentially have them in a 'catch 22': Either you turn your back on us and make no money or you go along with our demands and risk making no money (i.e. not selling enough to offset your costs).
Essentially Microsoft DECIDES that that Game1 should cost 1200 points, DECIDES that x and y needed to be done before Game1 can be released, but leaves the entire financial risk of the project with developers.
So now, 6 months later, when Game1 has sold 5 copies and the developer has gone bankrupt, Microsoft ambles over, pats them on the shoulder and says sympathetically "maybe we should have charged 800 points".
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Sad really, but at least the experience didn't sink them, and their minimalist approach to visuals means there won't be many PC owners who need to miss out on their games.
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I'm not saying that Microsoft intend to harm games or developers, on the contrary, I'm sure that they always have the developer's best interests at heart. But at the end of the day, if I'm a small developer and I'm putting my company on the line to publish a game to XBLA (although I'm not bashing MS in particular here, I'm sure that other platform holders are culpable) then personally I'd prefer that key decisions regarding pricing and features were under my control.
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NB - reducing your market isn't going to do very many positive things.