Just realized I hadn’t addressed how I planned to release my project, so here’s a belated post on the “platforms, marketing, production, distribution channels and consumer concerns” relating to my game, which will now be called ‘Supreme Leader’.
Living in Australia I am used to paying in far excess then my international counterparts for the same video game releases, this is addition to my desire to avoid piracy, [as it gives me an insurmountable sense of self-superiority] has developed my appreciation of the exuberantly high price of admission Australian’s pay to play.
As a result of this project I have been forced to look at the Australian videogame market from a different perspective, beyond just the consumer, but as a would be producer. This high retail costs, matched with the federal governments long history of rejecting the R18+ rating system, as well as their contemporary willingness to censor game content [even with the R18+ rating] the Australian videogame industry/marketplace is figuratively up the creek (McCrea, 2013).
“Australia became part of a crowded global game production system, beset by the tyranny of distance”
This “tyranny of distance” illustrates the issues of isolation faced by the Australia videogame industry, as more and more talented coders and creatives are moving internationally to chase their game design dreams, leaving this once prison colony, bereft of talent. (McCrea, 2013)
Together these issues, paired with the genre of my game [2D-RPG] being better suited to independent development, explains why my project would be pursued as a ‘Steam Greenlight’. Steam Greenlight provides a cost effective means of getting a game project off the ground and running, facilitating the expanse of a project beyond a pipe dream to a fully realised independent release with a developing community following. This community-aided development would allow community members to write and submit their own suggestions for side-missions and quest story arcs which would in turn be added into the game, adding a degree of participatory culture. This developing community also amounts to how the game would be marketed and distributed.
These benefits are offset by the intense competition of Steam Greenlight, making prospects of success rather slim. Nevertheless, given the intensely political subject matter of ‘Supreme Commander’, I am of the opinion it is best suited to a PC – steam release as a means of reaching a large audience at low costs, which is essential given the low cost of production. Thus concluding my theoretical plans for the release of ‘Supreme Commander’.
- McCrea, C 2013, ‘Australian Video Games: The Collapse and Reconstruction of an Industry’. Gaming Globally, p. 204, accessed 16 May 2016 <https://moodle.uowplatform.edu.au/pluginfile.php/547456/mod_resource/content/1/9781137006332.pdf>