Managing HEX
We have several threads in the forum about Gameforge, specifically how Gameforge is handling / marketing HEX.
Let me start off with a couple of statements. Nobody is taking over HEX. One person makes the decisions on how this game is developed, priced, and marketed: that person is me. Ask anyone that knows me and they will attest that the only thing that would remove me from HEX is drawing my last breath. I have too much of myself vested in this game to ever walk away.
Gameforge has actually been a VERY good partner. I know I have seen complaints about Gameforge and their past interactions with players, but I think you would be hard pressed to find ANY publisher that doesn’t have a group of people that dislike them. In the end I HAD to bring in someone to help us, we simply could not do it ourselves.
With that said, I picked Gameforge because they believed in the vision of HEX. They believed in the game and me enough to sign a contract that left me in total control of the game, something I don’t think they have ever done in the past. Beyond that, they have sunk a tremendous amount of resources into the game, which includes hiring a group of people that just work on HEX. I have zero complaints with Gameforge, they have lived up to every promise they made regarding HEX. Has everything been perfect? No, but that’s to be expected. Has Gameforge worked quickly to fix or change systems to be what we need? YES, and that’s the real key. I don’t expect ANY of this to be perfect right at the beginning but if all have the same goals and work toward that future we can make it happen.
Let’s talk about the marketing stuff a bit…
I want HEX to be huge, and I think you want that also. The more players we have the quicker the draft queue goes off (I want to wait 30 seconds, not 30 minutes to draft). More players gives us more money to spend on Esports and prize support (I want to sell out the Staples center just like LOL). The more players the bigger budget I have for game designers, engineers, and artists (wouldn’t it be amazing to get Brom for a piece of card art?).
Remember, we made a VERY “core” game; we didn’t make a simplified version of a TCG so the largest possible audience could jump in and start playing in a couple of minutes. We left real barriers to entry in place, because we designed the game we want to PLAY, not the game we thought would SELL, and that game we wanted to play was deep and complex. When it comes to getting new players into the game, we are going to have to be aggressive and smart. I believe that, buried in the tens of millions of players currently in the Gameforge system, we have some people that would LOVE HEX and could be amazing members of our community and huge wins for us as a group. And if “try it out puzzles” or the chance to earn a little platinum filling out surveys is the key to getting them in our game, I think that is a price we should be willing to pay.
I also want to point out that we have been trying to build a “global” community. Sadly, at times that objective is entirely counter-intuitive to what an individual player may want, so it becomes a balancing act. Some parts of the world pay for online games in VERY different ways, so in an effort to keep everything fair we may be sacrificing any chance of success in those markets. That’s the primary reason behind gated communities, that and several regulatory issues in some cases making it impossible.
I have said it over and over, this is not going to be smooth, and its not going to be easy, but at least you can rest assured that it will be going in the right direction (assuming you trust my vision for this game).
WOW that was long... can this count as a Blog post...