Showing posts with label Kickstarter. Show all posts
Showing posts with label Kickstarter. Show all posts

Sunday, August 10, 2014

Creator Spotlight: StarQuail



            Welp, it's that time again.  After a fair bit of delays due to work, and the release of my review of their signature game, it's time that we give StarQuail Games a look see.  LET'S GET TINY!!!
The face of polish and comedy...after all, who could take a quail seriously?
            First, a little history.  My first encounter with StarQuail was during my initial Kickstarter binge.  I was hooked on the idea of a game that didn't exist being funded entirely by the fans and this was one of the first ones I gave a look to.  While still sketchy on the idea of Kickstarter, I had a little extra cash lying around and Tiny Barbarian DX, the title being advertised by StarQuail, was interesting.  The music was good and it had an aesthetic that matched Robert E. Howard's Conan the Barbarian stories, which I had always had an interest in, but never got around to.  What really sold me on funding Tiny Barbarian DX, however, was the original Tiny Barbarian.

This is the image I was greeted with when I found Tiny Barbarian DX on Kickstarter
            Michael Stearns, the patron of the Tiny Barbarian DX Kickstarter, was its artist, alongside lead programmer Daniel Roth and both basically formed StarQuail because they liked making games, many of which were free, as is common amongst indie developers like Amon26 or Endless Fluff.  Among these, was the original Tiny Barbarian, a take off on the classic story of "The Frost Giant's Daughter."  Stearns advertised this game in the Kickstarter for Tiny Barbarian DX, encouraging people to give it a look and see if the art and gameplay was something they enjoyed.  So, I did.  It was a bit clunky at times, but the music, the visuals, and the overall arcade feel of the game really sold me on Tiny Barbarian DX and after its release, the studio sort of emerged on the map, for me and many other gamers.

Nothing sells you on a game like throwing down with a few ice giants.
            However, like I said, Stearns and Roth had been making games for years before Tiny Barbarian DX released.  StarQuail itself was formed in 2006 and between then and the 2012 Kickstarter, they created many games.  The first was the vertical scrolling game Sky Puppy for the PC, a free ware game which had a flying puppy avoiding dangers to look for treats.  Following this was Crystal Skies, playable on both PC and Xbox 360 which is a mix of puzzle platformer and arcade score attack.  It features the soul of a dead fish bouncing around a maze of colored spheres, trying to get coins, much like the bonus stages in the original Sonic the hedgehog.  These games were somewhat amateuristic in design and show the evolution of StarQuail as they experimented with genres and design theory to try and improve their skillset.  And improve they did, as their next release, Astroman on the Xbox 360, featured an adventure focused on a space explorer platforming around alien worlds, with multiple worlds accessible from his space ship.  It was very much the template that StarQuail would embrace, featuring only minor innovations to set it aside from other platformers, but with a unique art style and sound track with the kind of polish necessary to avoid frustration and win over tentative gamers.

Starquail has a fondness for timed score attack games, apparently, like Sky Puppy here.
            Following Astroman was Tiny Barbarian and Tiny Barbarian DX.  These games are great and offer a kid friendly way into the world of swords and sorcery.  They offer tribute to Robert E. Howard's work, however are far less visceral and more fun and funny.  At present, StarQuail seems to be devoting most of its time towards Tiny Barbarian DX, as the game was released with only one of four episodes.  However, a second episode was released early in 2014 and it seems as if the developers are fully committed to finishing this project, as it is a work of passion.

While not groundbreaking, Astroman was fun, polished, and interesting.  That's worth a lot in the age of bugs, broken promises, and outright lies from developers.
            Now, what makes Tiny Barbarian DX stand out?  Honestly, it's the games immersive storytelling, unique art style, and polish.  Tiny Barbarian DX is a pixel art style of game that are rather common these days and the platforming is nothing new or spectacular, however I like to think that it stands out because it knows what it wants to be.  It wants to be an arcadey, pulp-esque story that can be finished in a single sitting, but which is great for speed running and score attack challenges. 

It pays to love your work, eh, Tiny?
            Some might ask how a pixel art arcade title could be immersive in its storytelling, but I say, you have to see it to believe it.  Tiny Barbarian DX eschews long bits of dialogue or exposition in favor of showing rather than telling.  The story never stops so that you need to read or catch up, it's all done through pantomime and body language.  And honestly, it works really well, from Tiny moving on the player's command to eat a vulture to regain his strength, to him flexing in front of ladies, to him riding out of a collapsing palace.  The context is always clear.  While the story isn't deep, it lets the game show you rather than weighing you down with dialogue or exposition.  On top of that, Tiny Barbarian DX features locales that are seldom seen in games, as they look like they were ripped straight out of Robert E. Howard's Hyborian age.  Wasteland palaces decorated with snake motifs and dank jungles fill the land with many secrets to discover, but they all feel distinctly unique.  Alongside the locales, the art style feels like a 1980s arcade title.  It has animations that are too smooth and colors too bright and vivid for the NES or the Atari, but too primitive for a 16-bit console, fitting it right into the unusual world of arcade graphics.  It's refreshing, considering the glut of RPGmaker or NES-style copy cat games that have been arriving on the market.  What may make Tiny Barbarian DX stand out the most, however, is the polish.  Unlike many early NES games, Tiny Barbarian DX feels very well play tested and the controls work exceedingly well, with a number of additions that allow the game to be enjoyable in spite of its difficulty.  While there are a few moments that may be unfair, the game is, by and large, very approachable, as some individual sections are hard, but there is no lives system so the only penalty for death is a lowered score and more time on the clock, showing how you need to improve.

A world of monsters and demons, but yet still approachable, colorful, and polished.  A rare breed.
            Jeff Ball, a friend of Stearns and Roth, composed the music for Tiny Barbarian and it is beyond glorious, further emphasizing the arcade feel of the title while keeping the audience pumped for what's coming.  It's pure chiptune glory and it works surprisingly well.

            Speaking purely as a gamer, I can understand why some might pass on Tiny Barbarian DX, as it is a little expensive.  I'm biased too, because I helped fund it.  At $10 on steam, a score attack game that can be beaten in an hour, even with the promise of more content down the line, is a hard sell.  But I look at it like this.  Robert E. Howard's pulp stories about Conan were short, bite sized bits of fiction that gave us a quick diversion from the annoyances of life and allowed us to enter a flight of fantasy, full of dark sorcerers, monstrous beasts, and one, lone barbarian hero.  Pulp stories take their name from the low quality paper they were printed on because they were considered quick entertainment in an era before gaming or even mainstream television were so domineering.  And to me, Tiny Barbarian DX is like the pulp stories of the modern game industry.  It's short, but it's enjoyable, offers a nice diversion, and promises to build on what has already been established for fans and newcomers alike.  If anything, I have to admire Stearns and Roth for making the game at all, because it IS a hard sell.  But they made the title they wanted and I can't help but enjoy the amount of personality and goodwill they've put into Tiny Barbarian DX.  They even took the time to make a digital manual complete with expository comic, like those made in the NES or SNES days, and put it up for free online, alongside links to the free download of the Original Tiny Barbarian for people to try and see if they like it before laying down money.  To me, it speaks of the kind of developers who aren't in it to get rich or even to get noticed, though that is nice, but who are just doing what they love as a passion project.

This kind of dedication to a game they love is what I love about Indie developers, especially StarQuail.
            I think we should support StarQuail games.  They're incredibly talented for how small the studio is and if Tiny Barbarian DX is what can be produced on a meager $12,000 Kickstarter, I'd love to see what they come up with next, perhaps on a bigger budget.  They are a studio to look out for and I recommend them.  For those looking for StarQuail's home page, complete with links to all their games, including the free ones, click here.  For the Tiny Barbarian Soundtrack, created by Jeff Ball, check here.  For the now expired Kickstarter, check here.

Looking forward to Episode 3, guys :)
            I found this studio through Tiny Barbarian and I believe it is their best property, but I'm anxious to see what they can come up with next.  Mr. Stearns.  Mr. Roth.  Mr. Ball.  I hope you three become the next Robert E. Howard.  I'm anxious to return to Cimmera.

Saturday, March 16, 2013

Ouya, Oh Yeah, Oh No!



            The Ouya.  I know that a lot of people have talked and speculated about the Ouya and joining a bandwagon isn't exactly my style.  But if the Ouya succeeds, it will have repercussions that many may not realize.  You see, provided the Ouya works, I think that it could well be the future of video gaming.  A middle finger to the bloated, expensive, frankly deplorable AAA video game market and just the shake up console gaming needs.  So, for the sake of the indie market and for how this new console could affect the video game industry, I've decided to take a moment to explore what the Ouya promises to be and what that means for the industry and gamers, good or bad.
Behold the Ouya.  The next big wild card in the console wars.
            Hardware.  The Ouya is an interesting machine, hardware wise.  It has an NVIDIA quad core processor, for moderate graphical prowess, certainly no match for a PS3, but at least as strong as most android or Iphones, possibly stronger depending on how it is used.  1GB of ram provides speed comparable with decent laptops for streaming or gaming.  8GB of flash memory allows for storage of games, which, while comparable to the PS3 and Wii U at launch, is still a rather small amount.  It can be expanded via USB storage.  It has full wifi, ethernet, and bluetooth capabilities, allowing internet connections of all varieties and wireless connectivity.  It has USB ports for porting programs from other systems and a relatively unique controller.  The Ouya controller resembles a Playstation Dual shock controller, with the face buttons changed to spell out O-U-Y-A.  There is also a touch screen included which can be used as a touch screen or to mimic a mouse, allowing for internet surfing and exploring the Ouya's stores or software.
If that controller's touch screen works out, this might be the make or break feature of the Ouya.
            What does all this mean?  Well, the Ouya is basically an iphone made into a console, though I think that's a gross oversimplification.  It shows the basic features of a video game console without any unnecessary extras crammed in.  No backwards compatibility with other systems, no DVD or blue-ray playback, no slots for CDS, etc.  It is a console that aims at digital distribution, streaming audio and video, and with the basic capabilities of a phone or medium range computer in terms of gaming.  The graphics of the Ouya will not be top of the line, however they will match and probably exceed those of top of the line Iphones, since they will not need a number of extra components which other consoles or phones would need for them to function properly.  The controller in particular seems steps above what the Xbox720 and PS4 are offering, by providing something sleek, which still has touch screen capabilities, making it even more attractive to some than a Wii U controller.  Thanks to it's supposed ability to mimic mouse movement, the controller has great potential for bringing PC games and console games closer together.

            Based on what can be gleaned from these specs, the Ouya seems to be aiming at gamers less interested in graphical fidelity and more invested in fun gameplay experiences, with the ability for it to be expanded into a digital multimedia system down the line.

            Price.  The Ouya aims to do what many console gamers have been dreaming of for decades.  Make a console that will not destroy their credit rating.  The Ouya aims to debut for only $100 at launch and one can assume that used versions could be sold for cheaper.  This proposition is a bit eyebrow raising.  True, many computer components are much cheaper if bought wholesale or if the company using them is in a contract with the manufacturer, but the price seems too good to be true.  Something that, as the software previews have shown, is at least as powerful as a low end PC with the capability to stream video from Onlive or Twitch TV that even a minor could afford simply by saving his allowance for a few months seems like a fantasy.  So, many are skeptical of the Ouya's ability to deliver on its low price promise considering the promised hardware and software involved.  I can only say this.  Is it possible?  Certainly.  It is possible to build a working console for that little, provided you have the capital to develop the necessary OS, get the manufacturing process hammered out, and to maintain manufacturing for an indefinite period of time.  And with the Ouya's pre-orders, successful kickstarter campaign, and any personal investment those behind it have made, I'd say it is possible to get the process rolling and make the Ouya with only a small loss for each machine sold.
The Ouya's managed to ship out its developer consoles already.  Will the commercial ones be as easy?
             However, price doesn't only figure into the hardware.  The Ouya's manufacturers have outlined that any software sold on their system will be split 70% to 30%, with the 30% going to the manufacturers, allowing them to feasibly continue producing Ouya consoles indefinitely, provided there is a strong software base.  More surprisingly, however, is that the Ouya requires at least one aspect of every piece of software on it to be completely free.  This has been dubbed, free-to-try.  This system can include whole games, demos, level packs, etc. but it ensures that any person who buys an Ouya will always have something to fiddle with even if they don't pay a penny over the $100 price tag.  I am not certain is this particular aspect of the Ouya is sustainable, however if the programs use in-game advertisements or other means, this business model could prove successful.
Seems too good to be true, doesn't it?  Still, cut out all the fat and just maybe the price can work...
            On the whole, the price point for the Ouya seems too good to be true.  Cheap, with free content being released constantly from both professional and independent developers.  What can this mean?  Well, it could mean one of two things.  It could mean that there will be much price gouging.  That free to play games with 90% of the content as purchasable DLC could become the norm.  This is a depressing thought, however if the market stays competitive on the Ouya, this may not be an issue, as price gouging games that are free could be beaten out by reasonably priced games that are complete, offering a free demo.  Conversely, it could mean that the Ouya is trying for an entirely different market than the bloated AAA console gaming crowd and will be aiming to make its money back through smaller products, but greater sales numbers, not unlike Steam.  Offering both a service and a price that makes gamers feel as if they are being respected, I can only hope that this is the case since it shows intelligent design with the marketing of both the console and the software.

            Approachability.  The price point already makes the Ouya approachable from almost any developer or gamer, however it seems to have far more than price going for it.  In their FAQs, the Ouya's manufacturers claim that a store similar to an app store will be set up to sell the software.  This can mean that anyone who develops a game for Ouya can sell it without the need of a publisher, beyond the Ouya's manufacturers, of course, without licensing fees, and without need for excessive testing from either the Ouya's manufacturers or the development team.  This could mean that the Ouya will have more experimental games, that it might be an open door to fledgling designers, or that it could be a playground for scammers.  The marketplace seems to be aiming at as low a barrier of entry as possible.  This could be solved with refunds provided for broken products, self regulating product reviews that shut down scams like those that appear on other app stores, or by regulation from the Ouya manufacturer, such as people releasing a scam being permanently banned from releasing on the console again.  Approachability is a double edged sword.
This is a mock up of what the Ouya app store could look like.
            This approachability seems to go beyond just a business model, however, with the Ouya being easily moddable without punishment from the manufacturers and with all the tools necessary to develop games for the Ouya included with the console.  It has been years since anything beyond the PC has allowed for such approachability and flexibility.  The Commodore 64 springs to mind with homebrew games being capable of being ported to a floppy disc and sold commercially.  What does this mean for the Ouya?  Well, let us do a little math.  Let's assume that 100,000 people buy an Ouya in the first year.  And of those 100,000, let's speculate that at least 1,000 develop a game to completion where it can be released on the Ouya's marketplace.  Now, assume one last time that of those 1,000 games, 100 are successful financially.  If we follow this model, then the Ouya could release at least 100 quality home brew games yearly.  This means that the Ouya could be a self sustaining gaming platform, without the need for support from large publishers or developers.
This is the Ouya taken apart.  Four screws.  That's all it takes to mod this baby.
            The Ouya seems to be a very approachable console, but it may end up being too approachable.  Releasing a scam game on an Iphone doesn't require as much effort as one might think and the same could be said of the Ouya.  Games with so many bugs or glitches that they are unplayable could also become a problem.  However, if the app store is properly regulated and decent games are released, both from professional designers and from regular people making homebrew games, it could become a timeless machine, where one does not need a $10,000,000 budget to make a game.  They just need the time and the will.

            Focus.  This category seems a bit odd, but just stick with me.  You see, the Ouya appears to be focusing, at the moment, on gamers.  Not simply hardcore or casual gamers, but gamers in general.  Developers like Mojang and Square-Enix have made promises of having Minecraft and Final Fantasy ready for the console, while any number of android apps which captured the imagination of casual gamers also seem to be lining up to be ported.  The promise of Onlive streaming services for games as well as Twitch TV, which showcases competitive video gaming, seems to further demonstrate the Ouya's focus of being a cheap, accessible console that all gamers can enjoy.
What does it take to make competitive video gaming relevant again?  Get it to the people!  The Ouya can do this.
             The Ouya also seems to embrace its limitations, with its conservative design and ambitions.  This means that the focus will be on smaller game development from teams of tens or even only a few people, without the bloated design groups of a AAA title like Dead Space 3 of Final Fantasy 13.  I have already explained how both illusion in gaming and how limitations can enhance a product, so hopefully recognizing this will allow it to avoid the excessive costs of the AAA console market while still delivering a solid product.

How gamer focused is the Ouya?  Someone has already developed and SNES emulator for it.  Nuff said.
            The Ouya's marketing also seems to rely heavily on indie game designers embracing them as a more cost effective way of getting their games out there and making money for their teams.  A more indie focused console could create a niche for itself that will either supplant mainstream console gaming or live alongside it as a niche.  Either way, the Ouya seems to win.  I believe that its focus, at least in this department, is admirable, as it does not aim to compete with the unique features of the Wii U or the graphically superior Xbox360/720 or PS3/4.  Instead, it aims to create a place for itself.

            Game Development.  Honestly, the Ouya's impact on game development is what has me the most excited.  They aim to streamline the development and release system while creating a more symbiotic relationship with developer and publisher.  Ouya games can be created on the Ouya or created separately and made to work on the Ouya, then submitted to the Ouya store and published with none of the hassle.  While I have said that this could lead to shoddy or buggy games, it also allows genuinely good game designers to release their titles without jumping through hoops for larger publishers, allowing them to remain small and independent, making a career out of their game design rather than being tied to a publisher for their paycheck.
Cryamore is PC Kickstarter JRPG.  That has promised Ouya support.  THIS is what you might expect from indie game designers for the Ouya.
            The Ouya seems to be aiming to put the power back into the hands of the developers rather than in a shareholder meeting asking the question "Is it guaranteed to sell?"  I am excited for the prospect because the Ouya could work alongside crowd sourcing websites like Kickstarter or Indiego to allow gamers to choose what gets made rather than a group of businessmen.  With any luck, this will also have a sort of self regulating effect.  Under this kind of system, gamers vote for games, sequels, genres, etc. with their wallets, allowing them to regulate the market based on demand.  If there is a demand for a JRPG, then one can be put on the Ouya and it will be successful.  Complemented by the free-to-try model that the Ouya is adopting, it would seem that gamers will be allowed to have all the choice in a game.  If they like the first level, or the demo, or the free game, they can throw money at it and be rewarded with what they want.

Some big developers have promised Ouya support, but don't expect Final Fantasy 13 on the Ouya.
Final Fantasy 3, though?  Yeah, I can see this on the Ouya.
In terms of game development, the Ouya could revolutionize the industry.  With the over bloated, often disrespectful, price gouging methodology of the modern console gaming scene, a crash like the video game crash of 1983 seems all but inevitable.  The Ouya, however, favoring the indie scene, could survive that crash and become a beacon for gaming culture, much like the NES did.  However, that is only one possible scenario.

            Conclusion.  The Ouya still has a lot to prove, to be honest.  The price point needs to be proven, the software support needs to be proven, the ability for developers to quickly and easily release products for the system needs to be proven, and some form of quality control will need to be exercised.  There are a number of ways the Ouya can fail, from internal bugs in the OS, to support falling through from its partners.  However, this is true of any product.  I am cautiously optimistic about the Ouya, thanks to being an avid member of Kickstarter.  I did not support the Ouya during its time on Kickstarter, but I have supported a number of indie game designers who promise Ouya support and seem excited at the prospect of a home console tailored for them.
This is every gamers dream.  As Jordan Mechner put it, a game console that's $99, plugs straight into the TV and has a huge library of games ready to try out of the box for no cost?  Yes, please!
             The Ouya may not revolutionize the games industry as I have said it could in my more extreme predictions, but I believe that it will be, at the very least, a moderately successful console.  If it can maintain a low price, stay in touch with its fans and supporters, exercise quality control to cut back on any would be scams, and truly support those who use the console as a development tool, I believe that it will be able to breathe some new life into the games industry, bringing casual games to a wider audience than before and giving indie developers a place they can call home.  If the information that is available to the public about the Ouya is true, then I am 100% confident that it will at least achieve some level of success.  It could become a mega hit which every console gamer will buy as their second or even first console after their main one becomes out dated.

            So, will I be getting one?  I'll have to wait on the game library to become more concrete before I decide on that.  And for a bit more information on how certain things are handled.  Computer technology isn't black magic, it's science, and computers, even supposedly plug and play machines, are often finicky.  I may wait till the Ouya gets some of its bugs or details hammered out before I jump into the Ouya pool headfirst.  I can say this, though.  It's a damn sight more likely that I'll buy an Ouya than a PS4 or Wii U.

            More information about the Ouya can be found at it's website, here, and at its Kickstarter page, here.