This is wrong on so many levels, it approaches actual beauty. It’s like poetry.
Thank you, Multimedia Fusion. Thank you, Clickteam. You have made the life of a hard-working game designer a little brighter. Merci beaucoup.
Here’s a variety of updates:
I know I can be a bit of a drama queen, so I’d like to start by pointing out that I’m quite calm as I write this. Not happy, but calm.
The release of Phenomenon 32 has been… not exactly a wonderful event so far. There was one absolutely delightful post by Gregory Weir that literally had me dancing with joy that someone was having the intended experience… and the rest has been all aggression and negativity. Apparently I should be ashamed for making a game so big, for making people read the manual, for not putting subtitles in my intro, and generally for not making exactly the type of casual game people wanted. (I have nothing at all against casual games. But this isn’t one.)
Now, my games usually get mixed responses. I understand that, and that’s never bothered me. But I’ve never had a game where people felt the need to contact me personally to tell me I should be ashamed for “luring people in with the story” while “not making it fun” and similar stuff.
I worked on Phenomenon 32 for fourteen months. Fourteen. That’s hundreds upon hundreds of hours of work. It’s also hundreds upon hundreds of hours I could have spent on something that would get me somewhere and that would make money. But instead I chose to work on a free game, because I love the medium, and because I loved the idea of this game. Now we’re running out of time and money, and if things don’t turn around soon my dreams of creativity will be greatly endangered. And it’s just not worth it.
I have been making games for nearly 10 years now. That’s a hell of a long time, and I’m considering whether I should take a very long break. Yes, there’s that story of a troll and his adventures, and so many other ideas, but I’m basically destroying our life and our future. And let’s face it, it’s not like people will donate. In all the many years this website has had a donation button, I think three people have donated. I don’t really remember, because the last time was somewhere around The Museum of Broken Memories.
I’m not posting this because I want attention, or compliments, or pity, or people to convince me otherwise. This is not about ego. But consider: in the time it took me to make Phenomenon 32, I could have written 14 screenplays. I could have made multiple movies. I could have finished my book. All those are things that can get us money to live off and a chance to tell more stories. And that’s what I want to do, in the end: tell stories.
Anyway. It’s not the end of the world. I’m still thinking about what my next step is. I’m still happy with Phenomenon 32 as a game. And I still love the artform, deeply and passionately. Games do matter. That my own forays into the medium have caused me such frustration and disappointment does not invalidate games, it just tells me that maybe I should, for now, be putting my efforts elsewhere.
It would appear Phenomenon 32 has one last problem, though it’s a rare one. On some people’s computers (and this is likely to be hardware-specific), in some levels the player’s ship falls through the ground in the first few milliseconds of loading. So most of you can play the game without issues, but I’m working on one last patch. And then I will really promote the game, and ask for your help in doing so.
And again, let me say thanks to everyone for their feedback. Testing games is incredibly hard when you don’t have the resources. Even though I tested Phenomenon 32 on several computers, these issues still slipped through, and I wouldn’t have been able to fix them without your help.
In completely different news, the short story I’ve been submitting has been rejected yet again, and I’m once more on the hunt for a good venue for it. It’s tricky and frustrating, because it’s really a good story, and I’d love to get it out there, but its mixture of elements seems to be just wrong for most magazines/journals.
Edit: Another bug was just reported, which potentially makes the game unfinishable. Thankfully, I’ve already figured out what was going on, an a patch is on the way.
Could some of you who are running Windows 7 do me a favour and download this little program and run it? All it will do is create a folder and a file in that folder. If it works, I should be able to make Phenomenon 32 run on Windows 7.
Edit: Thanks for the feedback. Should be able to work out something or other.
So, with the game out for less than a day, we have learned the following:
In other news, you can really tell what a weight has been lifted from my shoulders. Clearly there’s still work to do, but it’s nothing compared to the task of bringing the game to its current state, and I feel much better than I have in a while. In fact, in the last ten hours alone I wrote a new short story and submitted another one to a literary magazine. How awesome is that?
Oh, and don’t forget that you could be in my next game!
After fourteen months of hard work, an unspecified number of nervous breakdowns, and entirely too many postponements, Phenomenon 32 is ready to be released. I won’t say it’s finished, since we all know that games are never finished, only compiled – but it’s there, and you can play it.
It’s hard for me to describe what I’m feeling right now; pride, tiredness and terror are all part of it. I’m happy that the game works for me, that I enjoyed playing it; terrified that it will have technical problems or unforseen issues. I guess it’s normal to feel that way when releasing anything – a book, a game, a child.
I’m sure there’s still plenty of frustration and bug-hunting and screaming at the ceiling in store for me, but it feels good to have reached this goal. Others can now explore the strange Earth I spent the last fourteen months on. That is a good feeling.
And once I’ve gotten some sleep, there is so much more to work on – stuff I’ve been looking forward to for some time now. There’s a movie, and a new game, and screenplays, and short stories, and all sorts of other stuff.
I’ll talk about all that later. For now, it is time for you to begin your journey to the ruins of Earth, where nothing is what it used to be…
I have gone over everything again. It seems to be working; crashes exist but are very rare, and don’t damage anything. The installer works, too. I’m still paranoid, because little changes sometimes have huge, unforseen effects, but I think it might be OK.
It frustrates me more than I can tell you that I have had to postpone the release again, but it was for the best. I feel much better now, having tested it all yet again. Maybe Monday isn’t the best day to release a game, but who cares? What matters is that it’s done, and that it will be released.
But first I will get some sleep. I’ve been going over the code for the last 15 hours with almost not a single stop. I’m exhausted. I have nothing else to do tomorrow, so first thing in the morning I will start uploading the game.
And then I can finally tell you about all the other cool stuff I’ve been working on…
I got up this morning feeling rather sick. Then, being paranoid after yesterday’s problems, I decided to have another look through the code to make sure the game is OK.
I believe it will be released today.
One thing I can say with some certainty, though, is this: I like it. Playing it again today has reminded me of why I worked so hard on this game in the first place. It won’t be to everyone’s liking, and some will call it clunky or confusing or I don’t know what, but I like it. This is the kind of game that I, as a player, enjoy playing.
It’s good for me to remember that.
Upload speeds being what they are, it may be Saturday morning by the time Phenomenon 32 is released. But it will be released. It’s done. It works, and even if there are bugs, the save games should be compatible with new versions.
So let us say that the official release date for Phenomenon 32 is somewhere in the next 24 or so hours.