Hello fellow Developers, I'd like to share some thoughts that have been gathering in my head since the rebranding of FPSCR and, while I'm well aware that there are general discussion threads, I find these to be numerous enough to start a new thread.
Are you with me? Good! So grab a coffee and buckle up because this is going to be a long one.
1. The Name
I've always been in favour of the name change but never expected to like it. GameGuru sounds really solid and fits right in with other engine titles.
The thread where we, the community, could suggest names was also a quite entertaining read, to say the least, and I truely hope that the internet-embassy will one day enforce strict laws in how you can and can not name a game engine because some of them where truely horrendous. After all that I was fearing that we would eventually get something as appealing as the recent call of duty subtitle.
GameGuru is all fine and dandy but while its tagline certainly drives the point home that its easy (which FPSC was in a very ironic and masochistic kind of way) It also doesn't sound lofty at all. All in all a good choice though and I hope it will make a name for itself.
2. The Marketing
Something I really need to adress is reloadeds ...errr...gurus marketing. After successfully rebranding FPSCR, that confused many of us for no reason I can discern, they also altered its head-description. GameGuru is now being marketed more as a sandbox-game than a game-engine/ development tool/game maker or whatever you fancy. I can understand the reasoning behind it and something like Garrys Mod certainly has its userbase but...that userbase already has garrys mod. I don't want to hide in any shape or form that I personally dislike this choice but thats not the reason I mention this, the reason I do is that I truely believe that this will horribly
backfire. Here is a short essay on what I think:
I've mentioned numerous times befoe that there was a slight dissonance between FPSC's User base and its developers.
I still can't prove it or look in Lees head but I believe FPSC was originally intended to sell to teens as to fill the gap between The 3d Game Maker and the more mature DBPro. However, its uniqueness and ease of use has spawned a dedicated community of talented modders and modelers and it quickly spawned a lot of interesting projects, an absurd amount of free content that you aren't finding on any other engines forums and mods that took it even further. Thanks to TGC's updates and the community content it could somewhat redeem its original impact in the indie scene. However, all of that has still been built on the foundation of a simple "game" for teenagers and eventually crumbled underneath its week foundation. (the latter part is my opinion, an opinion I share with many veteran FPSC users).
The interesting part is that when TGC renewed some elements of its website they still advertised it as game-making for teens. There where many teens in its community but the more constructive members usually where not.
Why tell you that? Well! Because I like to...really... and because I think that a similar sort of dissonance is happening now.
Personally, I prefer game making in editors and don't like the idea of the F9 edit mode but more about that can be read in part 3. I also prefer to work with tools and make games rather than making games with games. There is a reason why there is a distinguishable line between what we call modding and game-developing. I also fear that it will harm sales in the long run. Its low-cost
(where I'd think you could really ask 30 to 40 bucks! Alone the models are worth that and I'm sure the prospect of getting our criminally cheap assets will lure many developers from other engines in!)
I don't know what audience this is supposed to appeal to. I know FPSC's audience because I got to know them pretty well throughout the years and here is what I predict these different sorts would think of this:
I do wish to prevent that game-guru sufferst the FPSC trend where people attempted to hide or at least try to veil what software they where using for their project.
Lets start with the younger ones. The teen demographic I'm sure TGC is targetting is likely put off by this. The TGC Forums suffered its fair share of wannabe entrepreneurs below 15 that spammed the boards advertising for their bedroom/basment companies like they are
Electronic Arts. They certainly want to use something they can show their friends, parents and the internet that isn't sold as a game itself. Same with more reflected young people. Most of them quite work for the reputation they want to get in indie-development communities and often wish to be perceived as skilled developers. You are having a harder time getting that recognition with a sandbox game. The ones that legitimately want to make a game might still buy Guru over other software but most also want to feel or seem like they are doing some pretty boss gamedevelopment. These are mostly kids we are talking about and the absurd amount of one-kid-studios I have witnessed throughout the years and how they promoted their content certainly reinforces my point. Playing
game-studio is also part of making the game which we are now doing with a game!
Young adults usually try the big-name engines, either find their niche (modeler, coder etc.) or give up after a few weeks finding it too hard. Those that are finding reloaded ...err...guru will likely like it and I can't tell how they'd react to the new marketing.
Older users generally come in 3 categories. The ones that want to make a game, small or large because they enjoy it or have the same condition as I do will likely buy guru, those that want to showcase 3d models or other content in an easy to use environment might buy guru but I believe there should be more spotlight on the fact that its really good software for that, and then there are of course the actualy indie or niche (education, simulation, presenation) ..well
small developers that are using for a fast way to make their game or prototype one. Again, FPSC offered itself to a few of those while game guru might not catch them as they are going to see "game" first and probably believe that it doesnt have the features they might need.
"You can sell what you create with this Game Guru but what will my client think when I make my project in a sandbox game?" People like that might get Skyline, Torque or Leadwerks then as these are also very affordable.
Generally speaking do I believe that the lowered price and marketing it as a game will bring in more initial sales but lose buyers in the long term.
3. The Program and where it is going
GameGurus problems are not unsimilar to the ones that already plagued FPSC. Performance is much better but still not as good as what you get in other engines. Its already superior to what it was a few months ago and whoever demands to retain his framerate after planting a hundred highpoly, transparency laden trees might want to get his head examined. I'm fine with the performance if Lee and the funky bunch keep working on it.
Lightmapping is something fundamentally important to me and I'm worried about how the foundation of using dynamic lighting has been changed so late in development. FPSC's lightmapper was good and easy to use yet it ate away a lot of memory from the dreaded memory cap. Guru now has a bug laden lightmapping system not unsimilar to the static lightmapping in FPSC and the developers already had to invest a lot of time in getting it to work
a little. Will we ever get proper selfshadowing and reactions to placed lights or even full global illumination? I can't tell and if we do, how robust will these features be and how will they react to dynamic objects? A lot of improvements have been made here but the final outcome is still unpredictable.
The whole sandbox and "play to play" kind of idea also spawned some atrocities along the way. I remember a minecraft stile hammer floating around in an earlier version of Gurus construction kit. Yes! Minecraft was a huge hit but its building system was an entirely different context. Copying its style over to a gamemaker is bold yet anyone I know who saw that video disliked it. I don't like the F9 edit mode...I think its counterproductive and I fear that TGC might be banking more on ingame editing rather than in-editor. Another thing that would take the program away from its solid editor roots that allowed for some maps to be made in FPSC that where putting a lot of unity projects to shame.
Iregardless, regardless and horse: Many betatesters, backers and users have asked for toggleable additional viewpoints (as known from modeling software) and I don't think anything in this direction has yet been done. It would allow for more freedom and speed than an ingame edit mode.
I also think bond1 should make a giant war-robot and a helicopter. Thats easy to model and would be a cool feature. Just saying.
With the steam release there is a bunch of new legacy content in-editor. The new medieval buildings are pretty great and I'd really like to know who made them so I could congratulate that person but having John Fletchers weapons in it now? Hey! The man made good models that are well animated but they just don't fit the software yet. After having Bond1's well integrated weapons we now have these that have misplaced textures and an animation that strikes twice while there is only one impact. I'm all for content diversity altough the retail price does in no way justify its absurd amount of stock content, but give the stuff a slight do-over before you drop it in.
Now I generally support guru and TGC and am optimistic about the final outcome of the software. I know this sounds like a lot of whining and complaining but these are simply things I wanted to communicate to the community and see what they think. Thanks for reading and ...what
do you think?
-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"
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