Wednesday, 13 October 2010

Tech feature: Sunlight with Shadows

Now I am pretty much done with the first major feature for HPl3, the engine that will power our upcoming (and so far super secret) game. This feature is global sunlight along with shadows, a feature not implemented previously. And since it is now implemented you can bet it will an important feature for the secret game ;)

First up was making the Ambient light nicer. Below is screenshot of how it looks in HPL2:

This is just a uniform color blend that has been added and does not look very. It is quite hard to see any details when there is a uniform texture such as in the screenshot above. To get nice ambient lighting what you need to do is to somehow simulate global illumination. Light does not just hit an object and then stop, but bounces around and scatters color from nearby on each other. There is a lot of research into this and most of it require one to pre-calculate the result in one way or another.

I settled with something really simple called hemispherical lighting, which basically mean to have separate up and down (sky and ground) colors and then blend them depending on the normal of the surface. My first idea was to use cubemaps to do something similar, but since the cubemap needs to be very blurred, using hemispherical lighting gave pretty much the same result and is a lot faster. Here is the result:
Now it is a lot easier to see details and looks a lot better.

Next up was the direct lighting from the sun and this was quite simple. I could just add some tweak to the existing shaders and make it work. Basically sunlight is just like normal light but without any position or attenuation. This means every pixel is lit from the same direction and strength is independent of distance to the source (as it does not have a position).

Here is how the scene looks when we add that too:

Much nicer, even though the texture is a bit boring. Note that there now is specular because of the direct light from the sun.

Finally, lets move on to the shadows! The engine already feature the basic shadow rendering though a technique called shadow maps. What is the big problem now is to make it look good over long distances. Since shadow mapping works by rendering from the light's point of view, doing shadows from an omnipresent light source gets a bit complicated. The simple solution is to use a really large shadow map, but then you would get very bad resolution near the camera.

What you do instead is to use the fact that objects take up smaller space of the screen the farther away they are. So the idea is to use the shadow map in such a way that you give more room for pixel nearby and less to those far away. This is something that has been researched quite a bit and there are various techniques to achieve this. One solution is to warp the projection when rendering to the shadow map. This comes with a lot of issues though and is very rarely used in games.

Instead most games use a technique called Cascaded Shadow Maps or Parallel Split Shadow Maps. The way this works is that the view frustum (a geometrical shape encompassing all the camera sees) is split into several parts and a shadow map is given to each split. This means that the first split, which is right in front of the camera, gets a much larger shadow-per-pixel ratio than the last split, which is much larger, but further away (and hence has small on-screen pixels).

The algorithm itself is pretty easy, especially since there is quite a few papers on it. The big problem is that you can get some flickering results because the shadow map can change a lot. There are published techniques that solve this fairly easy though. Most of my time was instead spent on making it work with the rest of the engine. This is something that might not be that known to non-programmers, but most of the work is often not in the algorithm itself but fitting it into the engine design. I think I spend a 3-4 days on getting it inside the engine, before I had everything set up as it should. The actually algorithm took 2 days or so.

Here is how it looks:
Note how shadows are detailed up front, yet they are cast all the way into the distance.

Here is how the shadow maps look (I combine all into a single one):
Probably want to enlarge this by clicking!

These are the four shadow maps that all render shadows for different slices of the frustum. The white stuff is the objects, the red lines outlines the frustum slice and the sphere is part of an anti-flicker algorithm (that determines size of shadow maps).

Now lets add this to the image I started with:
And lets add some nicer texture while at it:
There! Sunlight with shadows is in!

My next job will be to update the very core of the renderer with something called a Light Pre-Pass Renderer. More on that in a later post!


Monday, 11 October 2010

Story: What is it really about?

Introduction
Upon hearing the word story, most people probably think of a chain of connected events. For example: "A princess is kidnapped; a brave knight rides to save her; the knight faces a dragon, the knight slays dragon and saves the princess; finally the knight gets half the kingdom and marries the princess". Most likely, one also thinks of even smaller details as integrated parts of the story; the way in which the princess is kidnapped, how the knight struggles against the dragon, and so on.

This is not the right way to think of stories. The chain of events is just the plot, and it is a device used in order to get the story across to an audience. What really lies at the core of the story are themes, locations, emotions, and so on. Pretty much all stories we have heard in our lives have been plot-based, but this is because this has been pretty much the only way of telling them. Now that we have videogames as a widespread medium this is no longer true. Still, the idea that story equals plot remain strong. It is a common belief that when a game becomes less linear, it is less about the story. I do not think this is true and if we want to advance the storytelling of the medium, this view needs to go.


By the Campfire
Humans have been telling stories for a long, long time, well before the dawn of civilization. These stories were not written down, but spread by being told over and over, never repeated exactly the same way. These kind of "camp fire stories" still remain, traveling from person to person, constantly evolving and changing. Yet, while the way the stories are told change, in a way they still remain the same. Anyone who has ever told a story like this knows that you often never know the exact words. Instead, you know of certain important things the story is supposed to "say".

It is very common that you change a story like this depending on your audience. If the people listening do not seem impressed by the hero's strength, you add more details, more events, descriptions and dialog. Your goal when telling the story is not be give an exact replication of how the story was told to you. What you are trying to do is to copy the impact the story had on you and any change you can do in order to accomplish this is a valid one.

The moment you do something like this, you have realized, although perhaps unconsciously, that the essence of the story its not the words that make it up. Instead, the story is about something on a higher level.


Peeling an Onion
When a section of a story is trying to convince the audience how strong a hero is, it is something that exists above the words that make it up. Still, this "strong hero" theme, might not be at the highest level either and simply be a vessel for a yet greater goal. Perhaps it sets up an overarching theme of how even the strong will eventually fall. The levels might not stop even there and eventually the essence of the story might be boiled down to a few essentials. These essentials is what the story is really about. Remove any of these and the structure collapse and the original story is no more.

It is also important to have in mind that some levels might be connected. Something that is at a higher level might not manage to stand on its own. A certain part of the story might be about the hero overcoming overwhelming odds and is meant to provoke sympathy. At the same time it is about the hero being subjected to torture and treated very badly by some people. If you remove the torture part, then what you have left is only two very fuzzy themes and not something that alone can build the story. Thus it is not always so that the important pieces of a story are all on the highest level, but they might spread out in a hierarchy. And while this might actually continue down to the very lowest level, it can only do so if removing the part destroys the story. It is not a way to justify that every single detail is essential.

I think most people already have these layers in their mind when thinking up a story, but then along the way give great weight to the details on the lowest level. This is especially harmful when making games, something I will address shortly. First I must go over what I mean by the essence of a story.


What is the Essence?
One might argue that a certain story is not possible to distill into a few high level concepts. It could be argued that a certain scene must be in a very specific way; that one cannot simply describe it as some flimsy themes. I think this happens if one thinks that the themes must be deep, thought provoking, artsy, or whatnot. This is not what I mean with the essence though and it can be any number of things.

For example take the "attack on the village"-scene in the movie Predator, something I am sure few people would call deep, thought-provoking or similar. What are the high level concepts here? Is it just be boiled down to "mindless violence", "how the civilized world rapes nature" or anything similarly pretentious? Not so. Instead its essence is things like the environment, the oppressing jungle; to have a team of sweaty super-humans storm a village, showing off destruction and gunfighting. At a higher level it is also meant to be fun watching and must keep a certain distance to reality and stay away from certain things (like murdering of innocents) in order to keep the audience entertained.

What I want to show here is that a story does not need to be have some kind of moral lesson, ask an existential question, or whatever deep meaning, at its core. It can be shallow and just for fun. Even so, there is an essence and it is what really matters in the story.

Consider any good book/movie you have ever read/seen. Is it really the lowest level of events and details that made you like it? Was it not the locations it took you to? Was it not the interesting relationship between character? Or the way slowly uncovering a mystery made you feel? I argue that no story, no matter what sort, is not about the exact way in things happen, but about the essence of these events. This is something that is crucial to have in mind in video games, as simply nailing down a few details that satisfy the essence is not enough. A video game is a living, breathing world and the essence needs to be portrayed through the right use of the mechanics (such as gameplay, art, sound, etc).


Stories in Videogames
Actually videogames already use this kind of story telling! For example, first person shooters have not set the exact sequence how people get shot or houses blown up. The thing that matters is that people do get shot and houses do get blown up. Exactly how this happens is not important for the story, only that the essence of the action stays the same.

The same is true for portrayal of environments in most games. It does not matter how the protagonist traverse or interact with it, the designer simply constructs a world and the rest is up to the player. By setting up the mechanics of the game a certain way, the designer then pretty much guarantees that the player will have a specific kind of experience and that the essence is kept intact.

However, this how far it goes in most the games today. Once a videogame gets to trickier parts of the story, lower level details are given more and more importance. When it comes to concepts like love, betrayal and grief, pretty much all current games rely on a specific set of events, a plot, to convey them. No longer does it consider the essence of the story. Instead, it becomes focused on the low-level details. Take God of War as an example. There is no need to have cut-scenes showing how angry and prone to violence Kratos is - the gameplay does this for us. But when it is time to bring up other emotions, like showing the reasons behind his rage, the game resorts to plot-based cut scenes.

This does not have to be the case. I think that just about any essence can be expressed by a virtual world guiding the player using various mechanics. This can be conveyed just as good, or perhaps even better, than what a carefully planned plot is able to. I believe we are already seeing this with deeper themes such as a fear. As has been proved by games like Silent Hill*, over ten years ago, video games can be used to provoke fear in a way that is impossible to do in any other medium. While certain kinds of horror lends itself extremely well to the video game medium, I see no reason why other emotions and themes can not work just as well. There are of course also games like Fallout and Shadow of the Colossus that touch upon other themes without using a plot, giving a glimpse of what could be achieved. However, this is just the tip of an iceberg and videogames as a story telling medium is still far from where it could be.


End thoughts
Abandoning plot and a linear progression does not mean that one is creating a sandbox game. It simply means that one picks out the essence of the story and design a virtual world that delivers just that. I believe that sticking to old fashion cut-scenes is a dead end if we want video game story telling to progress. Instead we need to look at a higher level, figure out the essence of our stories and focus on that. When this way of creating a story reaches into areas previously reserved to films and books, storytelling in game will be a force to truly reckon with.


* A major inspiration for Silent Hill was the movie Jacob's ladder, and this serves as an excellent example of how to take the essence of a story and putting it in a different medium. Compare the movie's hospital scene to the otherworld found in Silent Hill and you will find there is a remarkable keeping of its essence. The feeling of being trapped, the environment, the sound design, the uncertainty of what is real and even the style of music. Silent Hill shares very little in terms of low-level plot details with the movie, and yet they manage to be remarkably similar.


Friday, 8 October 2010

One Month after Amnesia's release

Introduction
It has now been pretty much exactly a month since we launched Amnesia: The Dark Descent. And since the post on a week after release was quite popular, we have decided to do a new overview on where we stand now. This time we will mainly focus on the sales and give some more accurate figures on how things have turned out for us.


The big picture
So, with one month of data to analyze, how did things go? I think it can be summed up with: Better than expected on all accounts! As of today we have sold a total of 36, 000 units (including pre-orders, but excluding boxed sales in Russia), and our goal, which would determine if we would continue or not, were 24,000. Having met and exceeded that goal already feels quite nice. Frictional Games will live to create another game!

15,000 (41.7%) of all sales were in the form of pre-orders, which is quite significant. Part of the explanation for this is that there was a 20% discount during pre-orders and we also believe that people are more inclined to buy a pre-order. With perks such as Steam pre-loading, people seem to think it is worth putting up money before release. And since there is no pirate alternative to a pre-order, it is more likely that people will go through with the purchase (more on pirating later). In any case, pre-orders is probably something we will focus on more for our next title.


Platform specifics
Gathering an exact percentage of sales for Linux turned out to be a bit complicated. Purchases made in our store gets all three platforms, which is the only place to get the Linux version. The total amount of sold units in our own store is about 5000. Since we can connect some of these sales with steam activations and similar, we can make a conservative estimate of 2500 Windows users, leaving 2500 left for Mac and Linux. And since this this is the only store for Linux users, we assume 70% of these are Linux. This means 1750 sold Linux units, or 5% of the total sales.

Mac sales are a bit simpler to estimate, and given the estimates from above plus some other data, comes to about 8% of the total sales. The interesting bit here is that just taking the last week into account the amount of mac sales lie at about 12%. This probably means that the Mac market takes longer to penetrate and that Mac owners might be more likely to buy an "old" game. Unfortunately we do not have data regarding this for Linux, but assume something similar happens there.


Media and user response
As we said in the last post, the response from the media and users have been overwhelming to say the least. Right now, we have 86% at Metacritic, 90% from users on Gamespot, and so on. Considering it is a niche and story based game this feels extra nice (which, as Kieron Gillen points out on RPS, usually get lower meta-scores). We could not be any happier than we are with this response.

So how has this affected the sales? Well it is obviously impossible to say what we would have sold with worse grades, but what we can do is to see what correlations there are between positive reviews and spikes in sales. It turns out there is pretty much none. The only correlation we managed to find was with combined release of the Zero punctuation and Gamespot reviews. These were out very close in time and almost quadrupled sales compared to the previous days before (about 150/day to 600/day). It even seems like this boost still remains.

Apart from this example, it has not been possible to find any other correlations. Part of this is probably due to the noisy nature of the data; many reviews come out at the same time they overlap and it is not possible to discern individual contributions. However, when articles have been alone in time, there still have not been any noticeable spikes. One explanation is that it might be hard for people to find out where the game is bought, as our website is seldom mentioned in previews/reviews. This is especially true for the time before the pre-order became available at the major online retailers. Another explanation is that most reviews have more of a long term effect, instead of an instant sales boost. What this means is that reviews convince players that already know about the game to purchase it, instead of acting as a PR catalyst.

What reviews does do is to make other publications find out about you. Getting a review in a high-status outlet have meant mails from many other publications and convinced other media folk that the game is worth writing about. Thus, as mentioned previously, good review help sales in a long term perspective.


Pirating
Now it is time to discuss pirating and how this has affected us. First of all, it is quite easy to see that there are tons of torrents/shared files of Amnesia available. When we search the web to see if any news on Amnesia has popped up, almost 50% of the results go to a pirated version of the game. This is of course makes us sad, but it is also something one has to deal with when living in today's world. We are well aware that the same technology that allows pirating of our game, is the same that enabled us create the game in the first place. Without a fast Internet and a connected world we would never be able to work together or distribute our games. But this does not mean that we should just ignore piracy and it is important to figure out what kind of impact it has on us.

As I have said, the sales have been above what we had expected, but compared to the response we have gotten it still feels kind of low. For example, the very hyped Minecraft has gotten more than ten times the sales compared us. While being a vastly different game compared to Amnesia, there are some differences that are worth discussing. In terms of the amount of PR received, I would say that Minecraft is more well known, but Amnesia is not far behind. Google gives us two times the hits compared to them and a popular pirate site gives Minecraft double the distributors compared to us. We have gotten more reviews from popular outlets, Minecraft has gotten more viral-like PR. As I said, I think Minecraft has the upper hand here, but not by that much. Still, Minecraft has a over ten times the sales compared to Amnesia, which is a huge difference.

Our conclusion is that a large part of this is due to the lack of pirating in Minecraft compared to us. As I mentioned above, Minecraft has 10x the sales, but only 2x the torrent distributors. A Google search on the subject also turns up twice the hits for Amnesia. It seems like more people are pirating Amnesia and we think there are two main reasons for this. Both of them are related to the single-player nature of the experience.

First of all, once you have played Amnesia there is little meaning to play again. A person pirating the game and finishing it has no real reason to go back. So even if a player likes it and determines that it is well worth paying for, there is no incentive to do so. It is quite common to read on forums that people have downloaded a pirated version and say that they will probably buy it later. The question here is how many actually does this? Even if you really liked the game and want to support the developers, it basically feels like money down the drain since you get nothing extra after paying. This is not the case for a game like Minecraft where more content is released all the time and the game is designed to be highly replayable (and darn it for that, damn time consumer!).

The second reason is the lack of any proper protection. Not only does Amnesia not have any real protection from the start, there is almost no way for us to force people into buying ad-hoc. What we can do is to release patches, but this only affect people that have not been able to start the game, a small part of the user base. So once the game is out we are basically screwed and we can not do much to make people chose a legal over a pirated one. Minecraft requires a server connection and is constantly updated, effectively pushing people towards buying the legit version.

So what to do about this? One way is to create different kinds of games, where we can implement these sort of things. But that just feels wrong. A developer should not design a game based on how it can be protected and doing so can only lead to bad things for our games (to avoid feeding potential flames; this is based on what we want to do with our games, not what we think of others who might do this). What we want to continue doing is to create single player games that try to evolve the way in which videogames tell stories and evoke emotions. Another option is to expand our horizons and try other platforms. This is what we are currently looking into. We do not know what this will mean as of yet, but hopefully we can continue to expand platforms and not limit them.


Our situation
So what does all this money talk mean for Frictional Games as a company? The most positive news is that we have recouped all expenses from creating Amnesia. This is of course awesome, but it needs to be taken into account that we worked long days at a very low salary, using minimal expenses. Our next game will not be possible to do on a budget like that.

For the team, it is now finally back to more normal salaries. This still means that we are paid below, or just at, minimum wage (there is not an actual minimum specified by law, we just mean according to standards) here in Sweden though. We have made some calculations and if we were to increase salaries to normal levels, our current earnings would only last for a year and a half at most. We estimate that it will take at least two years to complete our upcoming game and there are more expenses involved than salaries for the five team members (check the credits for Amnesia!). So right now, we have to stick to having low salaries and see how sales pan out.

At the time of writing our daily sales are at around 350 units, but it fluctuates quite a bit and it is hard to see how it will be in the long term. I said in the previous post that the sales were dropping drastically, but this actually stopped a day or so after posting. Our hope is that it will end up at around 70 per day, as this means that the day-to-day sales would cover monthly salary costs. The money earned at launch could then be used for other expenses and perhaps help us reach more common wages. Very hard to say when a steady level will been reached though. For the Penumbra games it happened two weeks or so after release, but PR for Amnesia is still pouring in, so we assume at least another month.


Final thoughts
Hopefully this post has give some kind of insight into sales for a PC game and where Frictional Games stand now. We are really happy how Amnesia have turned out in all ways. While sales could have been better, people are still buying it and will hopefully continue to. If it stabilizes at a good level, things are looking very bright indeed.

We also feel that we finally can leave Amnesia behind us and start focusing on our next project instead. As this will be our first project where we know from the start that we can finance it ourselves, it will be very interesting to see what can be done. In all our previous games, we have mostly rushed through the production. This is will be the first time we can take our time and make sure that all is the way we want it to.

Exciting times lie ahead and we hope you all will follow us into the future as well!


Saturday, 2 October 2010

What videogames lack: Deeper Intent

Tonight a watched a fantastic documentary called Dear Zachary: A Letter to a Son About His Father, and it was a true emotional roller-coaster ride. The film is a about a film-maker starting to make a movie in memory of his murdered friend, when some unexpected developments ensues. It is an experience, straight from reality, that swings you between laughter and heartbreaking despair. I urge you all to see it.

The reason why I want to bring this up, is because this movie has something that video games lack: it has been made with the intent to share something deep and meaningful. It is has not been made to create a fun experience or for commercial gain. It has been made from love and with a very serious goal in mind. The passion that was put into this movies seeps through every frame and it really brings the movie home. Kurt Kuenne, the maker of the film, has something he is truly emotional about and pulls no punches in driving that point home.

This sort of thing just isn't found in games. Almost all games start as some kind mechanic, which is then iterated until fun enough, and anything resembling a deeper meaning is slapped on afterwards. Sure, there are games like Shadow of Colossus, that strive toward creating a battle with gigantic creatures, or Everyday the same dream, which quite obviously go beyond its low-level mechanics. But these still lack the kind of emotional investment that is seen other media. I understand a film like Dear Zachary gets a lot of emotional weight from being a true story, but that is not the point. What I am after is the motivation that drove its creation, the passion behind making it and uncompromising attitude in the way which the meaning is brought forward.

The motivation I am looking for does not need to be the gut-wrenchingly sad story that Dear Zachary tells. It can be whatever emotional experience that lies the creator close at heart. Sad, funny, beautiful, aweinspiring, interesting, disturbing, educational, it does not matter. As along as the end goal is not just to give the player a fun past time, it is a step in the right direction. Screw developments in storytelling techniques, writing, facial animations, full body input, etc. When games are a made with only a fraction of the passion that went into Dear Zachary, the videogame medium is on the path towards true greatness.

(For those interested, two more posts discussing similar themes are found here and here).


Thursday, 16 September 2010

On Game Length

Not too long ago, there was a coordinated blog effort with developers like Jonathan Blow, 2D Boy and more commenting on the length of games. The general consensus of these posts was that games should not be judged by their length, but if the experience feels complete or not. Something that we here at Frictional Games agree on.

Now that we have released Amnesia: The Dark Descent, game length has once again come into our lives. There have been several reviews of the game that have stated that the game's length, 6 - 10 hours, was a major negative. Especially considering that the game does not have any replayability (although that is up for discussion).

This has made us a bit concerned. A major goal with our games is to have no fillers, to have a game where everything is focused on creating a certain experience. Since we do not have combat in our games, there is no way to extend length in a simple way (like filling a room with enemies). Just about every minute in our games requires lots of time and effort to implement. If we are to keep on improving the quality of our games, 6 - 10 hours is pretty much the maximum amount of gameplay time we can create.

Especially now that the first week of sales, despite overwhelmingly excellent response, were only moderate (more on that here), this makes us a bit concerned. If 6 - 10 hours for a $20 game gives it a negative mark, what if we increase the price to $30, would this drastically decrease the positive response? Even more serious, this negative feedback on the game's length has made us having discussion topics like "how do we make this section longer?". We try to push this aside and instead focus on more important topics such as "how do make this section more engaging?", but it is still nagging at the back of our heads. Focusing on game length, is something I find can have very negative effect on a game's design (discussed a bit here).

With this background information, we would like to hear your thoughts on this issue! I have set up a poll in our forum here:
http://frictionalgames.com/forum/thread-4427.html
Please take your time and register and place your vote.

Also, please tell us what you think in our forum or here on the blog!


Wednesday, 15 September 2010

One week after the release of Amnesia

It has now been a week since we released Amnesia: The Dark Descent and I would like to go through some areas of interest. There is a a lot to say really, but I will try and be brief and only concentrate on the most important things.


Making the game available
This was the first time that we have had a game that would be simultaneously released for six different stores on the same day, so we were a bit nervous on how that would go. To make sure that all stores had enough time we sent out the game more than a week before release. This seems to have worked and all the stores had the game available in time for release.

Added to this, we also had a system for pre-order customers to get their download link, serial key and Steam key. Jens have tried this over a month before release and it was very well tested once released. The only problem was some mix up with keys and people loosing their mail, otherwise all went well.

In summary, we are quite happy how the availability of the game turned out and we actually expected there to be more unknown factors popping up and make our lives harder.


Press Response
We had already gotten a few previews and thought we had some idea where the reviews would land. However, reality turned out far beyond our expectations. There has some extremely positive response (as can be seen on the game's page and at meta critic) and we are extremely happy about this. From all the graded reviews so far, all but three have been 80+ (about half of these 90+) and interestingly two of the less positive ones had has a major complaint that there was too much horror in the game. Which in a way makes us happy as well...

We have also been able to reach out to a lot of media, and most major sites have covered the game. A bit disappointingly, a few sites that reviewed and covered the Penumbra games have not mentioned Amnesia. We assume this is because we no longer have a publisher and thus lack the proper channels. For the Penumbra games we handled very little of the marketing ourself and thus lacked email/contacts to many sites (we still tried to contact all media we could think of though).


Player response
Like reviews, response from player has gone beyond our expectations. We noticed this first at the release of the demo. We were unsure of how interesting it would be, but it was received very well. Since then, the name Amnesia has spread like wildfire across the Internets. I think there have been more videos, discussions, etc released at the time of writing than we have accumulated for any of the Penumbra games. It is also telling that the within 24 hours of release, pretty much all major secrets in the game was found out (it took much longer for the Penumbra games).


Piracy
I think the most alarming thing was that the game was available as a pirated copy 24 hours or so before release. This kind of 0-day release can be quite hurtful, as otherwise paying customers might be so anxious to play that they pirate and then forget to pay for it. Since we released the game online only, we were not expecting this and the source of the illegal copy was one of our review copies (with tracking info hacked away). We are not sure what to do about this in the future, but we will have to be more careful and perhaps not send out review copies to so many outlets. It could have gone a lot worse though as a the first review copies (of early builds) were sent out almost a month before release.


Sales
As many of you might already know Amnesia is a sort of make or break game for us. At the time of writing, we are very close to our "all is good"-goal, meaning that we are still in business (due to contractual stuff we cannot release any numbers right now)! However, there are a few "buts" to all this.

The response we got from the game is a lot better than we expected, yet the sales are only "good" according to our, much more modest, expected response. This makes us wonder what sales we would have gotten if the response would have been more like what we thought it would be. If this is our time in the spotlight, then a lot less noticed game would probably put us out of business. As it looks now, we still have to be quite careful in budgeting our next game (although much less careful than what we had to be with Amnesia). We were hoping a really successful release would makes 100% unworried about finances, but that is not what has happened.

Can we really judge sales from just one week? According to current graphs: yes we can. Even though reviews keep coming in from major outlets and we keep pushing out marketing material (videos, release of tools, etc) sales are dropping fast. Around 50% of our current earnings where made in less than a week and on pre-orders from before release. The sales where at the top during the last hour of the Steam 20% discount, and has since dropped almost exponentially, being pretty much halved each day. It will be really interesting to see at what level it pans out.

This is of course not all the income we will make from the game, but is still a bit discouraging when comparing to recent XBLA releases and similar. So why is not sales higher? Piracy? People waiting for future massive discounted sales? Game too scary / niched? Right now we have not got a clue, but hopefully it will become clearer further on.

Finally, as this was a multi-platform release, some preliminary sales distribution should be of interest. Around 90% was windows users, 5% Linux and 5% Mac. In defense of Mac and Linux we did concentrate our marketing efforts on the Windows user base.


Technical Issues
When releasing for PC, there is bound to be tons of technical problems, especially since we released for three different OS. So it is kinda surprising that it has not been that much. As with Penumbra, the number one problem has been OpenGL driver issues, something we unfortunately cannot control.

The largest single issue is probably the problems the ATI X-series and below range of cards for Windows. I'd like to add that we had tried it on a 9600 for a Mac successfully, but on Windows it fails due to various issues. In a way this is a driver issue too, but I think it might be some piece of code that it simply dislikes and I am hoping to fix it for an upcoming patch.

In general game issues, there have been less than expected too. There is the standard falling out of the map and physics messed up bugs, but less than we thought there would be. In-game crashes are also very few (most caused by some cache issues it seems), which is nice and we feel that the game is quite stable.


Game feedback
There has been a ton of feedback for the game and we try to read and discuss most of it. Discussing in detail would take up too much space so I will just take up two points, that I found extra important.

The main thing we will do for our next game is to skip any "forced" and incoherent mechanics. What I mean by this is puzzles that does not really make sense in the game world and break the immersion. An example would be the corpse-puzzle that forces the player to use very specific items to complete it. Trying to get rid of all these elements and further increase the feeling of being part of an actual world, will be one of our top priorities.

One of the main themes of the game, was for the player to slowly regain lost memories and to make up their mind about Daniel (ie their past self). While most still refer to the protagonist as "Daniel" (and not "me"), many players have really thought about the details discovered in a way we hoped. The game medium is so great for setting the audience at the center of the drama and force them to take a stance. It feels as if many people did this in Amnesia, and we hope to take this even further and on different subjects for future games.


Final thoughts
On almost all fronts, we area extremely pleased with this release. It has in many ways exceeded our expectations and it makes all the hard work, pay cuts, etc worth it in the end.

The most distressing thing is the sales though. Even though we are far from complaining, it feels like we do not have the financial security we would like to have, to truly be able to focus on making the best game possible. So what should we do? The things we have discussed include: Increase the cost of the game, doing a console port instead of Linux/Mac, do a less niche title and more. Now is too soon to make a decision though and we have to see how the coming weeks and months go.

Finally, I know I say this a lot but we truly mean it: Thanks to all who have supported us by buying the game, spreading the word, and what not. We hope you all will continue supporting us in the future as well! All of Frictional Games sends their finest regards and thanks for this support!