The Eschalon Trilogy: Surviving in a Niche Market
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Basilisk Games' Thomas Riegsecker has penned a retrospective feature called "The Eschalon Trilogy: Surviving in a Niche Market" over at Gamesauce, taking us through the development of all three Eschalon titles, the highs and lows he experienced during the nine-year period, and the explosion in popularity of independent game development. A few paragraphs:
When Book 1 launched in 2007, the gaming scene was very different than it is now. There were no tablets or smartphones back then. Computer displays were predominately 4:3 CRTs, and even the few LCDs that were available were not widescreen formatted. Indie gaming was in its infancy and the market was uncluttered. Eschalon: Book 1 was right at home in this market, and it sold very well to gamers who were tired of the path that mainstream RPGs had taken over the previous decade.
However, between 2007 and the launch of Book 2 in 2010, things changed dramatically. Many people had dropped their old CRT monitors in favor of a 16:9 wide-screen LCDs, yet others still clung to their old, beloved square CRT displays. This was a problem because the Eschalon game engine (which I was committed to reusing for all three games) used a fixed resolution with bitmap sprites. It was not particularly flexible and trying to make the game look good on these different displays was difficult. Although I did increase the native engine resolution up to 1024×768, I did not adjust it to a 16:9 format which was probably my single biggest mistake at that time of Book 2'˜s development.
The most dramatic change between 2007 and 2010 was that indie gaming had exploded during this time. When Book 1 launched, we had all the media coverage we could want. The game was featured in mainstream gaming magazines and websites, and not a week went by that I wasn't asked to give an interview or write an article about the development of the game. But by Book 2'˜s launch in 2010, we were just another indie game among hundreds, and our fixed resolution engine no longer looked as good to gamers who were accustomed to seeing high-resolution 3D graphics. I had to work much harder at promoting the second game, which ate into the first year of my development time on Book 3.