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Features

Postmortem: Stardock's
Galactic Civilizations
Our
company, Stardock, was founded in 1993. We had our first real hit
in 1994 with the release of Galactic Civilizations for OS/2,
a space-based strategy game set near the dawn of the 23rd century.
The game developed a cult following when we first released it, and
most people who had heard of the game knew of its reputation for
good AI. (Coincidentally, the third issue of Game Developer
magazine featured an article I wrote about the game's multithreaded
AI).
For
years I'd wanted to go back and redo Galactic Civilizations
with a significant budget. The original OS/2 version had been developed
largely in my dorm room at Western Michigan University. Since then,
Stardock has developed into a real company. A pretty impressive
game development team had been formed during the development of
Entrepreneur, LightWeight Ninja and The Corporate
Machine. While those games were relatively small releases, they
enabled us to accumulate talent and experience that we could apply
towards a remake of Galactic Civilizations. Essentially,
the Galactic Civilizations team was a combination of the
teams that developed LightWeight Ninja and The Corporate
Machine.
In
the Fall of 2001, we began working on Galactic Civilizations.
The core team included three developers and two graphics designers.
We were also able to occasionally "borrow" a few developers
from the Object Desktop team -- a Windows utility that our company
also develops.
Building A Virtual Community
One
early development decision we made was to leverage Stardock's information
technology strengths. You see, even though Stardock started its
commercial existence as a game developer, we are best known for
Object Desktop (www.objectdesktop.com),
a suite of desktop enhancements. To support this product, we run
a site called WinCustomize.com (www.wincustomize.com),
a site for downloading Windows skins, themes and icons. To create
WinCustomize, we had to develop an immense infrastructure to handle
hundreds of thousands of user accounts, tracking of what they had
submitted, their statistics, access levels, and so forth. Each day
the site receives tens of thousands of unique visitors who can individually
manage their skins and themes and compare their popularity to the
other thousands of users who are doing the same thing.
In
short, one of Stardock's biggest advantages that it could bring
to Galactic Civilizations was the company's ability to build
and manage large virtual communities. If we could find a way to
bring this to Galactic Civilizations, we could make up for
our lack of mainstream awareness with a rewarding gaming community
for strategy gamers. This is where Stardock Central came into play
(http://www.galciv.com/sdcentral.html).
Stardock Central, which ships with Galactic Civilizations,
integrates into our company's customer database and can see which
products a the user has access to and allows them to download updates.
We developed this system because we update our software products
very often (multiple times per week), and we needed a tool to get
these updates to users seamlessly.
The Word-of-Mouth Strategy
In
the game industry, you sell lots of copies of your game in one of
two ways. The first way is used by the "big guys": get
millions of copies of your game on every retail shelf in the first
30 days. Within 90 days, those titles are often gone. We at Stardock
knew that we didn't have the kind of clout to go that route, so
we took the other path. We recognized that as a smaller developer,
we would likely get little pre-release coverage. But we felt that
if we created a virtual community and provided extensive free updates
to the game after release, we could make up for the marketing deficiency
with strong word-of-mouth marketing from players. This could help
the game stay on store shelves longer, which in turn would increase
overall sales at retail.
Since
its release, Galactic Civilizations has received favorable
reviews, but only has 1/12th the buy-in of a similar space strategy
game that was released in the previous month. So our challenge is
to keep the game "fresh and new" for as long as we can
so that the game remains at retail as long as possible.
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