He continued, "Regarding player feedback and how we patch issues so quickly, it is critically important to take this responsibility seriously as an Early Access developer. Conversely, if you're going out of business in 1 month without income but need 4 months to finish the game that is a huge red flag." If you don't know when your project is going to ship you have problems. This is usually a result of bad planning, lack of vision, or both. My pet peeve is the 'when it's done' mentality. I also believe that Early Access titles should have a plan to be finished without any actual revenue from Early Access. "This makes iteration with the community both valuable and productive. My personal view is that Early Access should be for games that could be considered nearly complete or where the end is in sight," Rapczak said. "I think a lot of Early Access games get into trouble by over-promising and under-delivering in terms of gameplay features, timelines, and community involvement. It's no doubt helped ARK's positive reception thus far on Early Access. For Studio Wildcard, despite being only a team of eight, the response to community feedback and the speed of patches delivered has been remarkably efficient. Our plan is to ship VR on PC and PS4 with Project Morpheus," he noted.Įarly Access has been a mixed bag for both consumers and developers, with varying level of success for indies and varying levels of enjoyment for players buying products that are still in development. Considering my background with HoloLens I am very excited about this and it is one of the areas we will be improving on throughout Early Access. "We already have an early implementation of VR support in the game today with Oculus Rift. Rapczak was a technical art director on Microsoft's HoloLens for a couple of years, and you can bet that VR/AR has rubbed off on his studio and ARK. If all goes well we may even add more content once the community gets their hands on the mod tools. It's just down to balancing and feedback from the players. "80 percent of the main game is done, with hundreds of hours of gameplay there already. The project has a long way to go still, as the official release is planned for June 2016 on Xbox One, PS4 and Steam, but Rapczak noted that the core aspects of the game are all in place. "My personal view is that Early Access should be for games that could be considered nearly complete or where the end is in sight" "It's too early to talk about profit since we still have a game to make and there are plenty of costs associated with all of that, but the revenue from sales has already paid for the $1.5 million cost of development over the past seven months," Jesse Rapczak, co-founder, co-creative director, Studio Wildcard explained to. At this rate, it seems likely that ARK will yield a nice return for Studio Wildcard. While big budget projects in the traditional AAA space can have a hard time recouping costs, smaller indie teams can often fare better with smaller investments. The game has also seen peak concurrent users of 64,411 so far. Studio Wildcard has shared exclusive data with, revealing that over 400,000 units have already been sold at $25 apiece, yielding over $10 million in revenues. The game has been available on Steam Early Access for just under a week, and it's off to a red-hot start. If you haven't heard of ARK: Survival Evolved, that's about to change.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |