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Features

Postmortem:
Nayantara's Star Chamber
What
Went Right
Focused
vision - Focusing the design down one clearly plotted path
from start to finish resulted in a game with strength of clarity
and identity. On my previous project, I had run into issues with
certain producers and executives wanting the game to go one direction,
while others on the design team wanted the game to go in another
direction. The result was an arguably muddy finished product. With
Star Chamber, I knew exactly the kind of game I wanted to
build, and while some of the details of the design changed along
the way, the main vision never strayed.
Even
though I was working alone, I did write a design document, but it
was a relatively minor chore. It was small and succinct, not written
for others, but rather as a sanity check and a roadmap for myself.
I wanted to convince myself that this game looked good on paper
before fully committing to the arduous programming needed. It wasn't
being used to pitch the game to a publisher, because I felt that
spending energy to convince a publisher to fund Star Chamber
would have been a fruitless expenditure of energy, especially because
I had virtually no contacts with publishers.
Early
prototype - A playable version at the three-month stage
allowed me to spot some problems with the initial design and revise
it accordingly. This resulted in less time being wasted implementing
or worrying about certain game mechanics, since I worked out problems
with them using a prototype version. For example, I discovered that
there were plenty of mechanics to work with and plenty of fun to
be had, without personal combat mechanics for when opposing heroes
ended up at the same planet.
Development
contracting - Contracting some of the development work
out and using creative payment schedules allowed the very tightly
budgeted game, while remaining a one-person vision, to be a competitive
commercial product, with better features than I could have developed
totally alone. I signed graphics artist Lee Moyer onto the project
early so I knew all along that the artwork would be do-able. A lucky
break happened when, after the deal with NIOGA fell through (see
below), Aaron Walker became available as a programmer to help with
the server design and implementation. On the other hand, we had
an unlucky break when Keith Baker, about to start helping with back
story and flavor text, was suddenly needed elsewhere, as he made
the top three and subsequently won the Wizards of the Coast Dungeons
& Dragons campaign setting search contest with his Eberron
entry. After launch, I hired two additional contractors for helping
with server maintenance, technical support, and improving the game's
website with important post-launch features, such as improved payment
services and web-based trading.
Alpha
and beta testing - Long, meticulous early testing periods
allowed players to acquire deep understanding of the gameplay, and
they were then able to provide well-informed feedback that was invaluable
in balancing the game. Alpha testing carried on for about four months,
and beta testing for another five months.
When
beta testing started, within a day, some players started making
kneejerk balance proclamations without fully understanding the gameplay.
Their comments were often contradictory, for example: "Androids
are far too powerful" vs. "Android ships are way too expensive."
It quickly became obvious that it was going to take a while to let
the players sort out their evaluations, by simply letting them play
lots of games. So, I decided to mostly ignore balance reactions
for the first couple weeks, and instead concentrated on bug reports
and interface feedback. One example of beta tester feedback contributing
to an improved interface was that players weren't happy with the
collection manager being a separate area from the chat lobby. The
end result is that players can enter the main chat area and then
switch to collection mode, allowing them to build decks or make
trade proposals while also participating in the lobby chat.
The
long beta period was crucial for a healthy gaming environment, even
though I had not expected testing and fine-tuning to take that long.
If beta had only lasted a month, the game simply would have been
terrible. But with long, committed testing periods, modeled after
the Blizzard mentality of "ship when it's done and fun",
we were able to achieve deep, balanced gameplay that has helped
foster a small but strong community.
Low
maintenance and continuing development costs - This means
that Star Chamber doesn't need to achieve massive numbers
of players to break even and continue to move forward. Being a turn-based
game, the bandwidth bill for the production servers is quite low.
The majority of the bandwidth that we pay for is for the website,
for players downloading the client, forums and web trading. Actually,
the Star Chamber server at launch was running on a friend's
machine in his basement, and only after amassing sufficient customers
did I have enough money to buy a rack server and put it into a professional
hosting facility.
Diverse
purchasing options - The range of payment options we implemented
allow different types of players to get into the game at their own
pace. The game client is free to download, and trial players can
get started with five different sample decks on a fixed map. There's
enough gameplay in the sample games to get players excited about
buying in and collecting their own cards. Purchase options vary
from $5.99 for a few packs, all the way up to $49.99 for a box of
36 packs and 6 event tickets. There's an optional $5.99 monthly
subscription that gives players special perks like promo cards,
enhanced web trading, and the ability to play in special tournaments.
Many casual players will just buy in for $20 to $50, and that purchase
provides months of gameplay. It is not uncommon for some hardcore
players to spend hundreds of dollars over the course of many months.
This, intentionally, doesn't buy them raw power as much as improved
versatility. Therefore, where the casual player might be able to
build competitive decks for three races, the hardcore collector
can build a deck for each of the races. Players are free to buy
and sell their cards in the secondary market, something that Nayantara
stays out of.
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