Module released at a bad time?
#1
Posté 05 janvier 2011 - 05:21
-Trinity released around the end of summer.... he posted he had 500 downloads in 2 weeks and would clear 1000 before the month.
-Risen hero came oct and has just cleared 1k almost 4 months later.
-Islander released for about six weeks now has a combined total of 350 downloads (had to change the entry once, im at 217 now was at 140ish).
Path of Evil is out and has 200 downloads in just a few days (2?)
Now what exactly happened here to cause such disparity? I have some ideas that I don't think are reasonable reasons:
#1 Path of Evil / Trinity are better campaigns. How could anybody possibly decide that without downloading first.
#2 More people knew about the other campaigns. Marginally, maybe. We've all found that his forum is mostly us builders
and people on the vault go there and generally pick from the sidebar. Equal coverage pretty much.
I figured releasing a day before december would give a lot of people with time off a chance to play.
My first 2 day numbers were like 40 if that. But in January where everyone is back at the grindstone they suddenly all
want to download a module.
Thoughts?
Either way with the sharp decline since summer in downloading I'm not sure I want to do a sequel but I would like to know what happened.
It also doesn't help that Path of Evil has already been bumped by a poison system that pretty obviously belongs in scripts, and 3 other modules were bumped by an erroneous prefab that belongs in prefabs and has since been canceleld by the user but the entry remains.
#2
Posté 05 janvier 2011 - 05:37
For what it's worth, I tried to be very active in showing regular updates on the forums. I also aimed for a niche that I figured would be popular, but underserved.
I wonder if early December is slow for downloads because people are doing all their pre-holiday stuff like parties and shopping. Then Christmas is over and they go look and see, but Islander was bumped off new modules by the other things? You can put it in the Vault spotlight thing at the top of the page to give it some more visibility.
I personally haven't had a chance to try Islander, since I was focused on getting my own work out.
#3
Posté 05 janvier 2011 - 05:44
Eguintir Eligard wrote...
It also doesn't help that Path of Evil has already been bumped by a poison system that pretty obviously belongs in scripts, and 3 other modules were bumped by an erroneous prefab that belongs in prefabs and has since been canceleld by the user but the entry remains.
I completely agree. I wish there was a way to take these off and put them in their appropriate categories. It is pretty unfair to someone who spent moths or years making a campaign or module to be bumped by a prefab area or something like that.
#4
Guest_Chaos Wielder_*
Posté 05 janvier 2011 - 05:47
Guest_Chaos Wielder_*
Also, there's the matter of exposure. Prior to my release, I plan on putting some news announcements on the vault so people know a big project--"Islander" and "Path of Evil" both were large as well --is going to be released soon. I think you're right, EE, in that if something gets bumped off the sidebar it might as well not exist. The SOZ project was lucky enough to be on the new entry list for a few weeks, if I recall correctly, and I think this, coupled with people liking to replay the main campaign(s), helped in its exposure. Both of your projects, I think, are more laudable than what I and others helped create, so the disparity is troubling(and confusing).
I'll try and come up with something more concrete to say later on. This is mostly rambling, as I don't have a very good answer.
Modifié par Chaos Wielder, 05 janvier 2011 - 05:48 .
#5
Posté 05 janvier 2011 - 06:04
On top of that, PoE is a campaign for evil characters, which is pretty rare and original. That can attract some players (it did with me).
I'm taking a break from NWN2 now, but Islander has a high priority in my playlist, if that makes you happy (along with other modules, I haven't played Risen Hero yet, for example).
#6
Posté 05 janvier 2011 - 06:35
I get that its an underserved market, I had one comment on my own module that he wasnt playing because its not evil. What the hell do you expect? Evil is supposed to be a rare subculture that you can occasionally explore. The whole game itself is based on fighting the bad guys like any fantasy. Thats one thing I might lean toward.
Reider I dont know that your experiment would be very valid science wise: you already have a module out, creating a sequel would be its own reason for having more response. You cant possibly tell if its your history or your thread that generates.
As for the updates here, I dont really buy that myself, right or wrong, because it is my feeling that theres really only us builders here and a few readers. You can back this up by looking at a thread that has me, kamal, shaugn and someone else making 16 total posts and it has about 70 views. Thats each of us posting and each checking each reply.
If you look at the modules history recently they more or less have more downloads by rank of seniority as you would expect, but it looks like 4th quarter releases are going to get passed over. And once people start hopping on the new one, the old campaigns stop getting hits.
I guess I shoudln't be surprised though, I set out to get a lot of downloads and I got the least. If I had set out to get highest scores I'd probably get an 8.0 if life in general is any indicator
I think any sequel effort will definitely be in a new toolset wherever that may be.
#7
Posté 05 janvier 2011 - 06:41
#8
Posté 05 janvier 2011 - 06:48
#9
Posté 05 janvier 2011 - 06:58
#10
Posté 05 janvier 2011 - 08:30
Lugaid of the Red Stripes wrote...
I think what you need is a hook...
Then you could check out the hook...
#11
Posté 05 janvier 2011 - 08:30
#12
Posté 05 janvier 2011 - 08:37
I suppose this isnt as appealing to others though but now I have both a summary of expectations and a teaser intro.
#13
Posté 05 janvier 2011 - 09:12
Moonshae Isles? Unknown locale? It could increase the draw if you place this in your hook.
Modifié par BartjeD, 05 janvier 2011 - 09:14 .
#14
Posté 05 janvier 2011 - 09:13
I think you send a signal to a relatively large quiet player base when you don't include compatibility with Kaedrin's.
There may be other signals being sent to the player base that they interpret negatively.
I get a bad feel for a module when I see game stopping bugs. I save it for later when the bugs are resolved. I do the same thing with games. I'm not an early adopter type guy. I don't appreciate paying to bug test a so called finished product. I don't like being on the cutting edge, especially when it's the customer getting cut. Volunteering for testing is a different matter. I expect game stopping bug in that case.
Expectations are very important.
Modifié par nicethugbert, 05 janvier 2011 - 09:15 .
#15
Posté 05 janvier 2011 - 09:40
I didn't do the whole beta release thing. I fixed it before it went out.
If Kaedrin didnt screw with every 2da in existence it would be compatible. Not something I can change now, but its a solid point.
#16
Posté 05 janvier 2011 - 09:47
#17
Posté 05 janvier 2011 - 09:50
#18
Posté 05 janvier 2011 - 09:53
So far I have changed all the suggestions I could. If the pace picks up or even stays the same but averages out nicely I guess it doesnt matter how slow I started. It is kind of embarassing to be overtaken by a chronologically younger module though when I dont think thats really happened in the toplist history.
#19
Posté 05 janvier 2011 - 09:55
BartjeD wrote...
Where does Islander take place? For some reason knowing where in Faerun I'll be adventuring before I download the module helps take that step. (the hook says is that the adventure will affect Faerun - but what am I downloading!!!)
Moonshae Isles? Unknown locale? It could increase the draw if you place this in your hook.
Also if the Island is supposed to be unknown then perhaps this can be stated more obviously. (is it? I'ts not clear to me)
Something like: Somewhere on a mysterious island near the center of Faerun unbeknownst to the world's inhabitants their fates for generations to come are about to be decided. - Then the rest.
This way the word mysterious signals that it's a probably unknown or very exotic location that isn't mainstream like the Warlocks Crypt (Larloch) or Baldurs Gate, NWN etc..
[edit] Ah! I see you put it in, It looks a lot nicer now to me! Gives me sense of place in the world instead of just... "somewhere, once upon a time". Going to start playing it tomorrow.
Modifié par BartjeD, 05 janvier 2011 - 10:20 .
#20
Posté 05 janvier 2011 - 10:00
Modifié par Eguintir Eligard, 05 janvier 2011 - 10:00 .
#21
Posté 05 janvier 2011 - 10:12
What I did for my movies is record them (from powerpoint to avi using Camstudio in my case) and then edit the music track in (because the avi capture I was using wouldn't record the music directly from the powerpoint.). Unless you need really tight sync this may work.Eguintir Eligard wrote...
Hey hers a thought: I was going to and still want to (for my voice actors) do a trailer of the campaign. But FRAPs refuses to do the sound for me even thought it says its recording. Anyone have this issue?
#22
Posté 05 janvier 2011 - 10:18
Modifié par Eguintir Eligard, 05 janvier 2011 - 10:18 .
#23
Posté 05 janvier 2011 - 10:23
#24
Posté 05 janvier 2011 - 10:33
Eguintir Eligard wrote...
Ok, but who said my game had bugs?
I didn't do the whole beta release thing. I fixed it before it went out.
If Kaedrin didnt screw with every 2da in existence it would be compatible. Not something I can change now, but its a solid point.
The Nile is a river in Egypt.
I posted the same bug that someone else posted earlier. But that was not my point. I mentioned bugs as an example of things that can turn people off, things like denial.
People who really like Kaedrin's, and there is a signficant percentage of them, don't want to hear crying about Kaedrin touching every 2da. They wish he would do even more.
Something like Kaedrin's class Pack represents more. People want more, not less. When you say no to this and no to that and you have a habit of sayng no, people see less not more. So they stay away from it.
If you make your own class/feat/spell changes and additions, that needs to be communicated, especially if it signals more, wether in terms of variety or number of choice.
Incidentally, Kaedrin asked for input on making a separate pathfinder class/feat/spell pack and it got no support, or hardly, from builders. That class pack would have addressed a lot of issues which people have with D&D and it would have been much smaller so you would not have to worry about perodically shifting 2da files.
#25
Posté 05 janvier 2011 - 10:39
class specific: Wizard's Apprentice, TMGS. In these the builder should really be building to highlight and explore that specific class or a small variation. I'm not a fan of wizards normally, but I enjoyed Wizard's Apprentice a lot because there was a lot of focus on well, being a wizard. (Have yet to play TMGS)
Setting specific: module takes place in some unusual and exotic setting. Ravenloft, Darksun, Thay, underwater, even the Ten Towns. If you can make me feel I'm there you've got a great hook. Being in the Neverwinter Woods is not a good hook, I've been there many times before.
Unique mechanic: Knightmare is making something like a rts with Reversal of Fortune. Shagret and Althéa are tracking things you do ingame and allowing you to see stats.
Re-Spinning a official mechanic: Run a keep like Crossroads, overland map or trade like SoZ, use the MotB spirit gauge to keep track of your vampiric bloodthirst or something.
I had a couple of these for Path of Evil. I had evil, which I suppose functions like the "class specific" hook. I had the setting hook with some unusual locations like Calimport Muzad and Halruaa, and the re-spin hook with a stronghold.





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