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3.
We chose a publishing partner who worked well
with us.
Another way we stayed in our
comfort zone was by choosing to work with a publisher. Of course, we wouldn't
see the financial returns or the fame that we might otherwise see were we to
self-publish, but it was the business model that we were most familiar with and
one of our goals was to get a game out fast to start building our brand.
Working with a publisher fulfilled that goal.
Our publisher, Aksys Games, was
one of the best publishers I've ever worked with. Above all else, their team is
nice. But beyond that simple friendship aspect, they had no interest in owning
our IP or tinkering with our product during the course of development.
The
final product that you play is the exact game we set out to make. A lot of
publishers like to tell independent developers what to do and what not to do,
but we didn't run into that with Aksys. And whatever price we paid by working
with a publisher was worth it.
Most developers view publishers
as sinister entities that only want to string developers along, never quite
allowing them to hit success and keeping them coming back for more advances
that will never be paid off. Not ours. I got the sense from Aksys that they
truly wanted us to succeed.
Our publishing partner gave us
the reins and said "We trust you to make us all a good game."
4.
We designed and developed a game within our
scope and budget.
Even though we were very happy
with the publishing deal we struck, the budget was more modest than we'd wanted,
and the timeframe shorter than desired. However, because our publisher believed
in us, and because we believed in ourselves, we decided to move forward and
embraced the challenge of designing a game to fit the schedule/budget.
In the budget/schedule/scope
triangle, they say that in working with a publisher, you usually can only have
control of one of those aspects. While this may or may not be true, we took
control of the scope and fit it to the budget and schedule. It was challenging
at times, and features were cut, but we still told the story we wanted to tell
and made a great game entirely within our means.
We had four months to make BIT.TRIP BEAT from pre-production to
final, and we came in practically right on time.
5.
We played our own game a lot.
Holy crap, do I like playing
games. I play games a LOT. Over the course of the
project, I played BIT.TRIP BEAT over
and over again. As the designer, that's expected, of course (or it should
be). But the other team members also
played the game a lot.
I've been involved with many teams over the years and
trying to get the team to play the game can sometimes be a headache. But on BEAT, we all made a concerted effort to
keep our eye on the quality of our product.
Nearly every Friday, we would
sit down and do an audit of the game, tearing it apart discipline by
discipline. We'd take the feedback back
to our individual workstations and spit and polish as much as possible.
Because we played the game
often, we never lost sight of what its merits (and shortcomings) were.
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