I want to have sex with that cover.
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More questions for Death Adder: Did any specific games (or other media) influence the writing for Star Odyssey? I'd actually be interested in the answer to this regarding Beggar Prince and Legend of Wukong as well.
What made you decide to do away with pre-orders? Whatever the reason, kudos for it. I don't ever pre-order anything, myself, and consider it one of the tackiest practices in the modern gaming industry. I don't know why gamers put up with it.
Finally, beyond SFT's own stuff, what are some of your favorite games?
Some of us don't have time to go pick a game up on launch day and would like to reserve our copy so we don't have to pay inflated prices by dickhole re-sellers...that's why.
Personally, I'd rather pay them now for Star Odyssey. I'd hate for it to end up getting scalped to fuck before I can get a copy because there's no release date and I'm not on sega-16 or sft.com frequent enough to know when the release date may be.
To ensure you get a copy of what's not getting the biggest distribution, that's why. It's also a handy why to gauge popularity, and thus, how big of a run to print. If you plan a 1,000 print run, and most of those go to preorders, that tells you more will likely be needed, and to make more ASAP.
Preorders for things like Madden 2101: War Was Beginning is a bit much. There's no way in hell you're not going to be able to find a copy of that game easily for years to come. But for games with lower production runs (like Panzer Dragoon Saga and Pier Solar), it's a reasonable way to make sure you'll get to play it.
Yes, and I believe I shared them already, in great detail, over at the Digital Press forums. :)
Our first run and gun game will be Nightmare Busters, but it will only be released for the SNES.
This is correct. We licensed the game from Starfish-SD Inc., who acquired the rights when Hot-B went bankrupt. Wherever the source code may have gone, it wasn't to them. This is something their marketing director cautioned me about before we began negotiating the contract. Since our programmers always go in blind, having to reverse engineer the Mega Drive games we work on, this wasn't a huge concern.
One ending.
It's more linear.
Good question!
I don't want to give too much away, so I'll just say this: There's murder, sacrifice, betrayal, tragedy, action, drama and some humor, too.
I was watching a good deal of Star Trek: Voyager at the time (don't ask me why, as it's a lousy series compared to The Next Generation), and I remember borrowing the word holonovel from it, for use in a joke. Aside from that I don't recall being particularly inspired by any other games / media, but I finished writing the game's script in the middle of 2009 so it has been a while...
I enjoyed being able to write the Star Odyssey script, because it's a sci-fi game. The medieval stuff is great and all, but since childhood I've always penned more fiction about the future than the past. (Which is a bit ironic, I suppose, given the nature of Super Fighter Team as a business focused on delivering new products for discontinued machines.)
For Beggar Prince, I don't recall.
With Legend of Wukong I was most inspired by my own emotions and viewpoints, as they existed at the time of writing - especially the negative jokes regarding women... *ahem*...
http://sega-16.com/review_images/1248/9.gif
Also, in the city of intellectuals, I had some of the villagers recite poems that I wrote in my youth. Why? Because the game's original poems, when translated from Chinese, both didn't fit within the given space and didn't make a whole hell of a lot of sense, either. (Even our translator initially recommended against using them.)
I think they're a nuisance. The mailing lists are much more convenient, in my opinion, as they allow potential customers to keep informed about our products without having to plunk any money down.
I think what really got me hating pre-orders was the whole Halo 2 debacle. Though I did not personally pre-order this game, I knew quite a few people who did - and the damn thing was slated for release at least a half-dozen times over the span of around two years. Each new projected release date was eventually cancelled and swapped for the next, which was pretty ridiculous. They had no idea what they were doing. By the time the game finally did release, some of the people I knew didn't even care about it, anymore; the frustration had buried their interest.
Pre-orders were necessary for Beggar Prince, both to gauge interest in the product and to guard against the potential threat of early piracy. With Legend of Wukong we had upped our copy protection methods but nearly ran over budget on development. While pre-orders certainly weren't necessary for this game, they were helpful.
Finally, with Zaku, I told Osman Celimli (the game's designer / developer) that I had absolutely zero interest to continue with the tedious pre-order process. We always release our new games on the day we announce they will be released, so I didn't see a reason to have customers pay up front and wait. He was in complete agreement, so that's how it began. I hope we can continue doing it this way forever.
I hate the "backorder" process too, truth be told - and once we catch up on all the pending Zaku orders, I'm going to seriously re-evaluate it.
I wager it's because many of them are far too trusting.
Here's a few of them:
* Alone in the Dark (1992, PC)
* Gobliins 2 (1992, PC)
* Neuromancer (1988, Apple II)
* Star Blazer (1981, Apple II)
Ha ha. I remember when I used to be able to include Sango Fighter in that list. But as of 2009, we own it. :)
Since your list contains so many computer games, are you going to look into localizing some PC games for a Western audience? I can't help but think you ought to talk to Falcom, since so many of their titles are available on PC but haven't yet received a Western release or even fan-translation...
Aside from Sango Fighter and Sango Fighter 2? Haven't given it much thought, really. There are only a couple of Taiwanese RPGs for the PC that I'd ever consider working with, and I haven't had the time nor the interest to look at any of the ones from Japan, just yet.
This doesn't necessarily mean we won't put more consideration into such projects in the future, but for the time being we've got too much else going on.
I WOULD suggest that PC remake of the Famicom title "Stargazers", but I'm sure the game didn't get the title "legendary shit game" for nothing...
There are fuckloads of great Chinese RPGs for the PC. The problem is finding those great ones in the sea of crap. Generally speaking you can't go wrong with the flagship series by Kingformation and Dynasty Intl. Softstar's two good series were Xuanyuan Sword and Legend of the Swordsman and Fairy.
Then there was WindThunder, which started off as a subcontractor for TGL with the Egria series (good games) before becoming a one-hit-wonder with its solo release of Heroine Anthem – the concluding game of which is due out some time around the release of Shenmue 3 :(
Around 1999-2001, there were more than 200 original RPGs coming out per year in Chinese. It kind of saturated and killed the market.
However, the stuff before and after that flood tends to be pretty high quality.
Unfortunately, when the government effectively supports piracy, it's impossible to do business selling game media. Today they've all switched over to making MMORPGs since that's the only way to turn a profit.
The companies that didn't make the switch went belly-up and now work as character design and animation houses for big-name Japanese game companies :( I imagine given how they are struggling these days, most of these game companies would leap at the chance to see their stuff localized.
... Maybe. From the interviews I did with most of these presidents, they all say their games are "too Chinese" to sell anywhere except Korea. Maybe someone else footing the bill for a localization would convince them otherwise.
Have you guys thought about having a Youtube channel or something like that?
I concur with the whole YouTube channel shenanigans! It's a great way to advertise, especially if you get plug.
And considering you're releasing games for a dead console, you're sure to get plugged! :D
No time for that. We're too busy producing games. :D
Besides, I'm @ 56k so I'd be uploading for weeks, and I think that "Shadowhand" was the pinnacle of my videography.
Seriously? Nobody has 56k any more. I thought it was finally illegal.