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Tale of Tales, 'games for gamers' the games media's reaction to it

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  • Tale of Tales, 'games for gamers' the games media's reaction to it

    Seeing one or two posts about... let's just say 'the current state of gaming' and leave it at that... reminded me of what happened recently involving the indie company Tale of Tales, the team behind games like The Path and Luxuria Superbia. If you haven't heard, they're out of the gaming industry altogether now.

    Thankfully, it took a few days for the more vocal members of the games journalism crowd to calm down enough to try to have a rational talk with their readership about their thoughts of this. However, there's going to be something just gnawing on the back of my mind when I see that studio's name mentioned for quite some time: they lashed out like wounded wolves when they saw their game wasn't selling as well as they wanted it to.

    The thing is this: Tale of Tales is a cautionary tale. Zero apologies for the joke.

    Now, I can empathize with them because they are putting something out into a market that's saturated with games of all genres, varieties, ideas and functionality. The deck is already stacked against them, but I've seen games rise above long enough for people to take notice. Dwarf Fortress, Papers Please, Journey and Katawa Shoujo immediately come to mind. However,

    They had no idea how to make their game appealing. Yes, the screenshots of the game I've seen have me convinced that someone will buy it and love playing it, but for the most part, the idea of playing as a housekeeper during the '70s doesn't seem all that appealing to very many people. Gone Home, to use another arthouse game as an example, did have a greater appeal, because the subject matter it covers is (from what I understand) a lot more engrossing.

    They made very poor marketing decisions. To spread the word about the game, they hired on a marketing firm headed by someone who has a very low opinion of gamers in general. Said marketing firm then advertised on a website that's been slowly hemorrhaging readers over the past year, as opposed to more popular websites like Polygon who would have a much larger reach. The end result? Nowhere near an impressive launch.

    Their reaction to the lackluster sales was alienating their potential audience. The Gameranx article I linked a while ago shows what their initial reaction was upon finding out their game didn't make as much of an impression as they wanted it to. Now, it's always a bad thing when a studio closes its doors before the market itself can work its magic, but saying 'fuck you, gamers!' and dropping out of the industry a week after launch leaves a very negative impression on people.

    If Tale of Tales wanted to help the industry evolve, they just did by showing them how not to promote a game and how not to react when said game doesn't automatically win hearts and minds. The indie dev scene could learn a lot from their behavior by not emulating them.
    This space for rent.

  • #2
    You can basically say the same for just about any industry. I'm sure wanna-be rock stars, inventors, and restaurant owners had made similar outbursts for decades. It's just nobody was around to hear their worthless rants.

    This is where "The Customer is Always Right" actually has some application. If you want to make sales, you have to listen to your audience and figure out what's lacking, and what needs improvement. Lashing out saying "fuck gamers" means they simply thought their game was perfect and it was their customers who were wrong, even though their sales report said otherwise. It's that kind of arrogance and egotism that will fail all but the most powerful companies. I mean, hey, saying "fuck gamers" worked for EA, why wouldn't it work for a boutique software studio?

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    • #3
      Your post inspired me to investigate.

      That led to a great article written by Adrian Chmielarz (creator of The Vanishing of Ethan) about the entire thing and how it relates to gaming, art, and business.

      My thought: It's really fascinating that a couple who spends so much time and effort lambasting commercialism and capitalism got so utterly bent out of shape because their game wasn't commercially successful... >_>
      Faith is about what you do. It's about aspiring to be better and nobler and kinder than you are. It's about making sacrifices for the good of others. - Dresden

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      • #4
        And, seriously, what is their point with the whole anti capitalism rant? That in whatever economic system they prefer we'd be forced to buy their product or make money without sales because they think they're entitled to it just because they say so?

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        • #5
          Wow, what a pair of twats. Not being a fuck hole to your audience is practically the most basic rule of being an indie dev. If not business in general. Especially any business that deals directly with the internet where word of mouth can spread like wildfire overnight if you're a dick.

          I mean, I've played The Path. Its.....bad. Like it really obviously thinks its some avant garde art piece and any criticisms you level at it are dismissed as you not "getting" it.

          Comparatively, Gone Home was deceptively simple but really engrossing and pulls you into its narrative without any need for big flashy set pieces or smearing "symbolism" all over itself like The Path does.

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          • #6
            Well, you have to realize that the devs in question have no idea who "gamers" are to begin with.

            They "optimized" this last game around three items that, honestly, gamers don't give a rat's ass about, except for the first, which should be a no-brainer for anything. Those were: Conventional controls, three-act story, and well-defined activities.

            The article I linked (by a dev who gets it) goes into detail about them, but it boils down to the fact that conventional controls are about getting the interface out of the way of the art, which is something that they suck at, a three-act story is counterproductive in a world that is about the journey, not the ending, and that well-defined activities are obviously not a requirement (see Minecraft, et al) and that their activities were well-defined and then executed for shit.

            They made a shitty game to proselytize the evils of capitalism and then had a meltdown and flounce over not being able to capitalize on it.
            Faith is about what you do. It's about aspiring to be better and nobler and kinder than you are. It's about making sacrifices for the good of others. - Dresden

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