Ironclad Games and Sins of a Solar Empire: Part One :
http://platformers.net/index.php?option=co...id=673&Itemid=1Interesting bits:
What can you tell me about the future direction of Sins of a Solar Empire?Blair: Expansion - I mean we were even prepping for this since prior to launch. There's been so much great feedback from the forums - both our own and from Stardock. We just couldn't do it all for Sins. We had a list of cool things, but some of it just didn't make it in.
Some of the upcoming material will be free content and some of it will go to the expansion.
Digital Distribution, you chose Stardock, what's the best thing about working with them.Craig: Well, they're great. I mean, where do we even start?
Blair: GalCivII, they're the games we love to play. Their CEO, Brad, he's right in there in the trenches, just like our team. He plays the game - he's played the heck out of Sins and he's given us a ton of balance feedback. They've got their team playing it, they make these games and that makes them a good fit in that regard. Our philosophies match up with theirs as well, like, the policies...
Craig: DRM
Blair:
No digital rights management. No CD-Keys. When you pop the disc in, you play, you don't have to fuss with anything. All of these things made it a perfect fit.Steven: We've been really fortunate working with Stardock - they gave us a lot of creative freedom as we carried Sins forward. They gave us a lot of feedback, but the final call has always been in our court - and that's a luxury that a lot of studios, especially one just starting out, simply don't have.
Blair: It's virtually unheard of. Another interesting thing is that while they got involved in the development, we got involved in the marketing - something else that's also unheard of. There was this publisher-developer cross relationship.
Craig: Usually after the game is done, it's in the publishers hands. I think what this has done is bring a bit of truth to the advertising and marketing image that's directly tied to the game.
It's been difficult to get a copy of the game here in Canada, which brings me to the issue of piracy. You've mentioned that you're not interested in executing a policy of DRM and that you trust your users. The game, however, was available by pirated means on launch dates. I've never seen this before now - but users of these sites are actually appealing to people download the game to actually purchase the game.
Blair: We've seen it, we were following it.
People torrent it, they play it and they buy it - and we receive emails from people in some of the worst spots for piracy in the world saying that they've payed the equivalent of $165 to get the game. I think people have come to the conclusion that
the game is worth supporting. We're both small companies - Stardock and Ironclad. We're
supporting a no DRM policy, we've put out a quality product, it's relatively stable, it works out of the box, it's great fun... I mean, if you don't support it then there's no hope for the industry.
Craig: It's interesting - when you listen to people they say
"we're not criminals, it's the big corporations putting out shoddy product who are criminals." That doesn't justify software piracy, but they do have a point to a certain degree. Stardock in particular has earned a lot of respect from users who might, in other cases, pirate a game but because of the quality of the product and the policies behind it choose to buy the game.
They don't treat their customers like criminals.
Steven: I get the sense from some of the feedback that we've received that some purchasing decisions have hinged on our choice not to use DRM. That was a deciding factor in their ultimate decision to buy it. We may lose some sales to piracy, but I think our very fair stand on DRM and an end users right to a secure, hassle free experience has brought in as many new customers as those who have chosen to pirate it.
Craig:
We've received emails from people who have said "I don't know much about your game, but I'm buying it because I like your policy on DRM"Blair: There are people out there who are so anti-DRM that they're purchasing our game based on supporting the principle. It makes me feel proud that we're able to move in that direction.
On the note of trying the game out and sharing the experience with friends... the question on everyone's mind is "is there a demo coming?"
Craig:
Ah yes, the demo.. It's coming!Blair: The primary reason is that there's not a demo is that
demos take time. Our feeling was that we wanted the product going out online and in the stores to be a polished and as accurate as possible. If were were going to take a month and do a demo before release, you'd lose a month of polish.
So, the way we see it is that we'll do it a month after release and it'll more accurately reflect what you're buying. There's no scheme to trick anyone or to deny them access to a demo.Steven: That one month of extra polish is huge in terms of extra polish time.
Sins has been refined a great deal over the last six months, but to get that one additional month of polish at the end really raised the quality of the game.Blair: You've got all the pieces locked in - so there's no change, you can only perfect what you've got.
EDIT : Correction to what one of the guys said...there is a CD Key actually but its just used to register your product to stardock central(so you can download your game for digital download), which will give you access to new updates and the online lobby.
This post has been edited by frags: Feb 23 2008, 03:25 PM