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  Quarrel vs The Games Industry: Who's Right?
by Colin Anderson on 01/25/12 05:30:00 am   Expert Blogs
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  Posted 01/25/12 05:30:00 am
 

As gamers, we all want to believe that good games sell on merit rather than marketing. And as Independent Game Developers we don't like to listen to "The Industry" telling us what will and won't sell. I've had many a debate about this over the years with all sorts of people, each with various perspectives and experiences. But, to my knowledge, I've not yet heard of a definitive answer to the question.  

What we could really do with is an experiment to test the theory - ideally a game that "The Industry" has almost unanimously rejected as "uncommercial", which then gets released on a major distribution channel like, say, Xbox LIVE Arcade.

In which case you might want to keep your eye on Denki's latest game, Quarrel, an original strategy/word game (often compared to a mixture of Scrabble and Risk) that just launched on Xbox today, because it's pretty much exactly that.  

If you haven't already heard, here's the story:

Today marks more than four years since the initial “Eureka!” moment that kicked development of Quarrel off, and more than two years since it was fully finished for Xbox LIVE Arcade and ready to launch. But getting this game launched wasn’t exactly a smooth ride for us.  To give you some idea of how not smooth let’s just say it was rejected by almost every games publisher in the world. Sometimes twice; occasionally three times.

But here's the unusual part - it wasn't rejected because their game acquisition teams wouldn't recommend signing it, oh no. Almost without exception every acquisition team we showed it to thought it was a certifiable, bankable HIT – just as we all did. The problems only started once they’d passed Quarrel up the decision tree to their finance and marketing teams – the bit more commonly known as “The Industry“.

“This game is fundamentally broken – how can I possibly win a word game with only 3 letters when my opponent has 8?”;  “We could never sell this because it’s English language only”; “It looks like a kids game, but it’s way too hard for kids” and everywhere (trust me – everywhere) in between. We heard the same justifications for passing on it over and over again ad nauseam.  About the only one I don't remember hearing though was "this game's no fun."

However, one signal came through clearer than any other among the general noise of reasons why Quarrel wasn’t for them, and that was this: “Gamers don’t buy word games”.

Really, I thought? That’s quite an assertion, because I’m a gamer, and I’d definitely buy a word game. And most of my friends and colleagues are gamers, and I know they’d buy a word game. In fact almost everyone I know is a gamer; I’m sure most of them would buy a word game. And even the many hundreds of people who played the game during its development said they’d buy a word game.  Providing it was good of course.  So are you absolutely certain gamers don’t buy word games?

Yes. Yes they were. Definitely.

So who’s right then: Gamers like myself? Or the Games Industry? Well today, Wednesday January 25th 2012 is “The Day Of Reckoning”. It’s Gamers vs The Games Industry, and one of us is definitely wrong.

My money is (quite literally) on The Games Industry being wrong. I remain convinced that Gamers know a good game when they see one and will happily invest in it – even if does involve making words instead of headshots. That certainly seems to be the case if the reaction to the iPhone version we released back in August is anything to go by anyway, but maybe console gamers are different? What’s most exciting is that we don’t have to wonder or debate about this much longer because we’re actually going to know the answer soon enough.

What I hope more than anything is that “The Industry” is proven wrong on this one, because if they turn out to be right then Independent Game Studios everywhere might want to reconsider their approach to making games. That would be a depressing day for those of us who still believe in the market's appetite for quality original games.

If you feel the same then please tell everyone you can about Quarrel. Seriously – discovery remains the single biggest challenge facing original games these days by far. I usually assume everyone else already knows about whatever great games I’m enjoying by the time I’ve discovered them, but it always surprises me how often that’s not the case. So please take time to tweet, blog or whatever else you can do (however small) to help us spread the world about Quarrel – it all makes a difference.  

You should feel free to reference it in your latest film, tell your Representative how disgusted you are at its nefarious pseudo-educational undertones, slag it off for not being CoDdespair at the number of obscure or overtly Scottish words it has in its dictionary, rage at all the rude words you can make when the parental controls are off, write a song about it – anything – so long as it spreads the word! Whatever helps people to hear about it and not simply ignore it would be most welcomed by us.  

Particularly as Microsoft seems to have gone out of its way to relegate games to an afterthought in the most recent redesign of the Xbox dashboard...

Lastly, Quarrel’s come a long, long way since it first appeared looking like this back in 2007, and has taken a lot of effort from a lot of people to see the light of day. So a huge and public THANK YOU again to everyone who has contributed to Quarrel along the way. They've all helped make Quarrel in to what I consider the best game I’ve ever had the honour of working on – and that’s saying something, as I’ve been lucky enough to work on some great ones during my career.

It wasn’t the easiest journey to get here, that’s for sure, but being an Independent Game Studio is never easy so nobody expected that. There were many times when it would have made far more sense to throw in the towel and get on with making another dual-stick shooter or match-3 game. But for whatever reason we just couldn’t bring ourselves to give up on Quarrel.  After all, as Zaphod Beeblebrox would say “Hey this is terrific. It means we really must be on to something if they’re trying to kill us!” :-)

We’re all very proud of the Xbox version of Quarrel at Denki – the iPhone version is great too of course, but it was originally built with XBLA multiplayer in mind. We believe that’s where Quarrel moves from being a good game in to being a great game. But ultimately, regardless of what those of us who made it might believe we have to leave that for those who play it to decide. Something we’re only too happy to be able to do at long last.

We hope you like it as much as we do.

So, what do you say?  Shall we settle the "who knows best" debate once and for all? :-)

 
 
Comments

Gerald Belman
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To give you an honest assessment - and trust me - the game looks cool - and I could be wrong - so please don't take offense. It sounds and looks like a game people would go bonkers for on the iphone. But people who play the xbox are looking for complex modeling/graphics and storyline. They are also generally looking for action/adventure games. They are also more likely to be male.

Strategy games are much less common on console as well because of the controller interface instead of a mouse and keyboard.

So a strategy/trivia/wordplay game isn't going to fit into the correct niche on the xbox.

The other problem with word games is that it is easy to cheat because you can use online databases to find words. I imagine the more competative xbox players would take advantage of this to an extreme.

Gerald Belman
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No I haven't - I personally don't like wordplay video games. I think that was implied. There are literally thousands of video games I haven't tried believe it or not. What is your point?

Colin Anderson
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@Gerald - no offense taken; I've heard much bleaker assessments of Quarrel's commercial chances while pitching it to publishers over the years I can assure you!

You summarise the issue from a publisher's perspective pretty well in your comment. Your assertion is based on the same assumption as most publishers I've spoken to; i.e. "From looking at who owns the Xbox hardware and who uses the LIVE Arcade service, and seeing what games they choose to buy and play we are confident this game will not prove popular with the Xbox audience."

That's not an unreasonable assertion at all in my opinion, and I'm certain it's invaluable when assessing games that build on well established genres, such as FPS, Racing, Platform, etc. What I want to know is whether this type of data can also predict how the audience will respond to a product that's less easily categorised - i.e more "original"?

One of Quarrel's strengths or weaknesses depending on your perspective is that it doesn't fit neatly in to a particular genre. It's kind of a word game, kind of a board game, kind of a puzzle game, kind of a strategy game, and kind of an arcade game but not really any one of them. So in that regard it's definitely "original", and the feedback we've had from its prior release on iOS convinces me it's reasonable to assume it's also "good" by most gamer's definition.

When asked, Gamers (and I'd include myself in that) will usually say they want more good original games to play and they object to Publishers simply rehashing old franchises and tired genres all the time. But Publishers will say they typically don't want to fund or release original games that don't fit neatly in to a genre because gamers (or maybe that should be enough gamers) don't buy them. Clearly both of these statements can't be true; something else is going on. Either Gamers don't actually want what they say they want, or Publishers' ideas of good original games aren't what Gamers mean by good original games. Or something!

What I see here is an opportunity to use Quarrel to understand the disconnect between Gamers and Publishers a bit better because the game has already been independently verified as a good, original game via its iPhone incarnation, and yet the majority of Publishers rejected it for Console.

So my point is just that I think there's a fairly unique opportunity to learn more about the marketplace we operate in. However, the fact that I really want the results to demonstrate that most Publishers don't know a good, original game when they see one won't stop me accepting I'm wrong if the evidence shows that's clearly not the case! :-)


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