I just noticed all the replies to yesterday’s “one big game” idea, and now I’m undecided again. Maybe the situation will become clearer (to me) if I address all the issues raised:
- “It will make releasing new games (that “plug in” to the existing game) nearly impossible in the future. “
Plugging in is the whole problem
As far as I can see, it will never be reliable. After extensive testing on different machines, there seems to be a random element of files not being found. One tester reported that maybe one in ten between game moves crashes, and the start menu in Vista sometimes loses games. Today I managed to reproduce one of these problems fore the first time: after happily moving between games about twenty times, one of the games just disappeared! I have no idea why – there is nothing in the code that suggests a reason.
I never plan to charge more than 14.99 for anything, so I don’t think price will be a problem (I can even institute a discount scheme again if necessary – it should be less of a headache if there’s only one product). The only issue I foresee is download size, which is likely to increase by 100 MB per game.
- It will certainly make the game a lot slower to run. Lastly, remember that a 32-bit machine can never run a program that is more than 2-3 GB in size.
I’m very interested in this – could you clarify? I remember that video files used to be limited to 2 Gig, so I tested and made a 3 gig game (using very large rooms), and it ran fine. The exe file was 3 gig, but when you run the game only the scripts load into memory – rooms are only loaded as needed. Even with the largest conceivable scripts (equivalent to about 200 stories) the game only took up 250MB in memory. Now that is still a lot, and it took 30 seconds to start, but after that the rooms seemed to load as quickly as before. And I don’t expect to reach 100 games for at least 20 years, so by then I suspect that size won’t be prohibitive. It may even turn out that 100 games can fit inside 2 gig – I do want to reuse scenes and have simple backgrounds wherever possible.
- if the file handling is similar, there should be some way to insert the new books into the game folder and have the program detect and add them to the database.
Unfortunately I don’t have that kind of low level access to AGS (or the skills to tinker even if I did). RunAGSGame is the nearest thing to modularity that the program has, and nobody else really uses it so it’s never been tested in earnest. As I am discovering to my horror.
- Imagine you have 20 stories released, and a new customer comes along. What if he just wants to buy three of the stories?
All games will be $14.99 – even if there are 100 stories in the file. If the person only wants 3 of 20 stories then the other 17 just sit there unobtrusively. The concept of the game is really a world where anything can happen – not a story. The stories are just the hooks. Incidentally, one advantage of having a single file is that it becomes much easier to add stuff to old rooms. (I could do it already with the retro room code, but that was a bit too complex to use all the time)
- And what about people who have already bought the game? When a new story is released, do they have to download another gigantic file that includes all the stories they already owned, instead of what they’d do now, which is to just download the newest story?
Yes, that’s the biggest downside of this. But I never expected that people would buy every release – my goal is still to release stories rapidly, and people will just buy a new version every 2 or 3 versions, when something catches their interest. Just like how people upgrade other software – very few people get every release of Word.
Neither did I – but the larger and more complex it becomes, the more chance there is of problems – e.g. play the game on 3 different computers, and after about a hundred moves between games the odds of a problem exceed fifty percent. That’s my gut feeling anyway. For a game that relies on exploring, that’s fatal. And for a game that relies on rapid addition of new stories, constant bug fixing means the game will never become what it’s supposed to be.
That’s already implemented in some games – Q or Ctrl-Q I think – but the idea of exploring a world is central to the big concept. Like I said, I’m selling a world, not individual stories, but it won’t be obvious until I can get the background code to be solid, so I can concentrate on what matters – the stories, the game world.
I think that’s more a problem with the game design yet – ironically because I spend so much time on bug fixing, and not enough time on map design. That will change! I hope that when there are, say, five stories based in Paris, nobody will get lost in Paris. Also, there will eventually be a game-wide map on the book shelf. Navigation WILL improve.
I’m still ironing out the details…
Of course, if I magically find the solution to the current between Game bugs, that hooray, all my problems will be solved. But after two years of bugs I think it’s time for a rethink.