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Zero Gear - an indie multiplayer kart racing game

  • zaphod
  • June 9, 2008 at 5:57 PM
  • zaphod
    • May 19, 2009 at 1:18 AM
    • #321

    one more: "Hypno Glasses"

    [Blocked Image: http://nimblebit.com/hypnoglasses.png]

  • Bic-B@ll
    • May 19, 2009 at 3:24 AM
    • #322

    how about free players cant use power ups?

  • zaphod
    • May 19, 2009 at 3:35 AM
    • #323

    I was hoping that the restrictions for free players wouldn't need to be so obviously game-play stunting. I wouldn't have much fun playing against people who were really obviously handicapped.

    Here are some of the ideas for restrictions I/we have:

    -can access garage but not save new characters (you will always have the default character, but you can see how cool of a character you COULD have)

    -limit some settings like resolution / custom key configuration

    -free players have less priority when joining servers

    -free players have pre-generated name perhaps ("Cheapskate4938")

    -free players have no access to steam overlay? (friends / web / community)

    -could do something drastic like make free players have a second or 2 delay to fire weapons when pressed, I feel that dumbing down the game might reflect negatively on whether they enjoy the game enough to buy it though.

    Overall, we would really like people to still have fun playing the game, with the obvious showcase that you could be accessing a lot more features if you plunk down 10/15/20 bucks.

  • dux
    • May 19, 2009 at 4:26 AM
    • #324
    Quote from zaphod

    I was hoping that the restrictions for free players wouldn't need to be so obviously game-play stunting. I wouldn't have much fun playing against people who were really obviously handicapped. Here are some of the ideas for restrictions I/we have:

    -limit some settings like resolution / custom key configuration

    -free players have no access to steam overlay? (friends / web / community)

    Those two would put me right off, even just to try it for free.

  • zaphod
    • May 19, 2009 at 4:34 AM
    • #325

    That is why it is so hard to figure out what you might be able to limit or not without pissing people off. Personally I am most in favor of limiting cosmetic things like not being able to customize your character, not being able to have the name you want, etc. Things that wont be frustrating, but that most people that end up liking the game would probably want to be able to do.

    You also have to consider what increased exposure the game might have by having a free version that might allow you to sell more copies as well. If there is no reason not to try the game whenever you want, I would have to imagine there would be a much larger word of mouth factor.

  • tofu
    • May 19, 2009 at 7:35 AM
    • #326

    I think holding back anything from free players would be putting the question in there head of 'how much better will this be if I spend 10-20$ on it?' and unless it's something amazing, that can be communicated as being worth 10-20$, then you could have trouble pulling those people into paying customers.

    I agree with Furyo that a timed demo would be the way to go, but maybe not right at the start. What seems pretty common on Steam:

    Cheaper preorder

    Release full price

    Free Friday/Weekend (weekends are better IMO so Europe doesn't get screwed)

    Discount price after playing that weekend

    + throw in a 1 week gift voucher? (The Ship does this, if I remember correctly)

    The player receiving the 1 week gift may be inclined to buy it after it expires, due to seeing their friend continue to play it.

    Or, consider a package deal for more than one copy, ala L4D and 4x copies. $15 USD for a single copy, $20 for two. 2x the player base, 2x the word of mouth, the added incentive of people talking about how it's only $5 extra for 1 extra copy.

    You guys are on Twitter, I suggest also using that as a way to get more feedback on this #gamedev #gaming #gamedesign would be good targets - good way to expose your game also I believe there may also be some #indie follow too.

    http://www.reddit.com/r/gaming/ Would also give you some good exposure, the community over there has always been up in arms over the high piracy rates of indie games etc. They'd give you further insights and feelings towards the matter. Sites that make it to the front page reach 20k+ hits that day.

  • e-freak
    • May 19, 2009 at 7:50 AM
    • #327

    yes forget about restricting. someone will eventually hack it anyways in that case or the restrictions will be either too hard and therefore destroy the positive image or won't be hard enough to justify spending 20$.

  • Skjalg
    • May 19, 2009 at 9:33 AM
    • #328

    I think theres a big distinction between how Multiplayer games and Singleplayer games are released (especially indie games).

    Singleplayer games, like World of Goo, are released with a short demo (a few of the first maps to get you started) and then you gotta buy the full game when you are hooked.

    Multiplayer games on the other hand should not be given away for free in the beginning (just at the end after 10 years:P). The steam tactic that many here has posted with free weekends after a few weeks and the game dropping in price over time really works well for multiplayer games since those games usually spread by word of mouth like just "hey dude, come join us" on MSN/Skype. If its free (minus some goodies) when you hear that from your friends then you'll most likely just go with the free version and try to have fun with that, but If you dont have fun with the free version because it hampers you in any way when you play against your friends then you'll start disliking the game and it will just hurt your sales and rep.

    my 2c

  • zaphod
    • May 19, 2009 at 6:19 PM
    • #329
    Quote from Skjalg

    I think theres a big distinction between how Multiplayer games and Singleplayer games are released (especially indie games).Singleplayer games, like World of Goo, are released with a short demo (a few of the first maps to get you started) and then you gotta buy the full game when you are hooked.

    Multiplayer games on the other hand should not be given away for free in the beginning (just at the end after 10 years:P). The steam tactic that many here has posted with free weekends after a few weeks and the game dropping in price over time really works well for multiplayer games since those games usually spread by word of mouth like just "hey dude, come join us" on MSN/Skype. If its free (minus some goodies) when you hear that from your friends then you'll most likely just go with the free version and try to have fun with that, but If you dont have fun with the free version because it hampers you in any way when you play against your friends then you'll start disliking the game and it will just hurt your sales and rep.

    my 2c

    So, I have been talking a little bit more with my partner about this since I was surprised about the strong reaction to the idea here. Another one of our goals with this game is to encourage a lot of user generated content, whether it is custom characters and karts - or even full blown new game modes and levels. My only experience with attaining a large enough interested group of people to facilitate that is either with a mod, or something else you can develop with for free - or a community built around a few very popular AAA games. I am pretty sure we can't count on being in the latter category, so having a free version to expand our community would really help drum up interest in user developed content I think. Which would be great for us, since an entire community working on the game is going to be a lot more exciting than 2 people.

    I think that our goal is actually exactly the example you post above Skjalg, we want people to tell their friends to just download it and try it out with no barriers - and to have fun. While they are having fun though, there should be some very obvious things going on - like seeing everyone else in the game rocking awesome looking characters and karts, and people unlocking achievements, etc. that it is clear you are missing out on those things. If you are playing for free and you see your friend who got you to try it out doing those things, I would hope it would be enough incentive to register the game.

    Free weekends are a cool idea, I just think that making people wait a few months to be able to check it out would leave more people to forget the game by then instead of checking out what the game is all about right away.

    I also think there are some cheapskates that will never buy the game no matter what, and I would rather have them fill up servers to make the games fun for other people than have them not play at all.

  • e-freak
    • May 19, 2009 at 6:41 PM
    • #330

    well seeing how many people at polycount and mapcore adore your work, I think there will be alot of custom content in the beginning. maybe you should wait with a free version for two months or so and see what the sales are doing, and if not good enough just re-release (as L4D did with that DLC) and release a free version then.

  • zaphod
    • May 22, 2009 at 12:24 AM
    • #331

    just finished texturing a new char:

    [Blocked Image: http://nimblebit.com/zomb.png]

  • Skjalg
    • May 22, 2009 at 7:43 AM
    • #332

    Looks awesome. Now make my avatar

  • Ginger Lord
    • May 25, 2009 at 10:19 PM
    • #333

    Looks good.

    Just have a free demo that is time restricted (an hour or so) of race restricted (i.e. you can only have 5 races online before you have to buy)

  • zaphod
    • May 28, 2009 at 11:43 PM
    • #334

    I have been working on some new custom items, and I decided to see what it would look like to string together all the items we have in the game at the moment into one image for fun:

    [Blocked Image: http://nimblebit.com/customitems.jpg]

  • Skjalg
    • May 29, 2009 at 7:09 AM
    • #335

    [Blocked Image: http://kokosovar.free.fr/skjalgavatar.gif]

  • KungFuSquirrel
    • May 29, 2009 at 7:34 AM
    • #336

    An octopus wearing an octopus remains possibly the greatest thing ever.

  • Jenn0_Bing
    • May 29, 2009 at 9:12 AM
    • #337
    Quote from KungFuSquirrel

    An octopus wearing an octopus remains possibly the greatest thing ever.

    You know that means we need a fishbowl car now . It's looking very good guys .

  • zaphod
    • June 2, 2009 at 9:06 PM
    • #338

    well, I am glad we didn't waste any time looking into porting ZG to consoles - apparently this is the year of the kart game.

  • Warby
    • June 2, 2009 at 9:10 PM
    • #339

    both ms and sony nicked your idea/designs you should sew !!!!

  • zaphod
    • June 2, 2009 at 9:13 PM
    • #340

    I am confident our gigantic legal dept here at NimbleBit would crush puny Microsoft and Sony.

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