Showing posts with label amnesia. Show all posts
Showing posts with label amnesia. Show all posts

Tuesday, April 12, 2011

Amnesia: The Dark Descent gets a free expansion!

Amnesia on Steam now comes with with 20% more horror and 10% less cake. Enjoy this brand new flavor of canned horror - manufactured with license by Aperture Science.


(Might contain traces of potatoes)

UPDATE:
Now with the Portal 2 ARG over, we will release the new content, an add-on story called "Justine", for all non-steam versions of the game aswell. And there might be other surprises too ;)

Friday, March 18, 2011

Birth of Monster. Part 2.

(Not read part 1? Do so here.)

Molding the Abomination
by Olof Strand (www.OlofStrand.com)

As a modeler the first thing I noted about this character was that the concept design demanded it to be completely unique in all of its parts. Usually it is possible to mirror some parts (e.g. an arm, a leg or some cloth piece) to save texture space and maybe some production time when modeling game characters. Not so this time.

The character was based on a human body type with various deformities and modifications done to it. This meant that I could easily use a regular human base mesh as a starting point. Using already existing meshes as a starting point is, when possible, very important for production efficiency.

Another thing that needed to be taken into consideration was how the character would be rigged for animation later on. In this case the rig would be shared with another character from the game and therefore needed to be built under certain specifications (joints in specific places, etc).

The basic mesh created before importing into Zbrush. (Click to enlarge.)


When the the base modeling was done, the mesh was taken into Zbrush for a sculpting pass. The purpose of the sculpting pass is to create details that can be projected on to the final in-game mesh to make it look more detailed than it really is. Since the proportions and general shape where already defined on the base-mesh these should not be changed too much and mostly only minor details were added.

All the separate parts of the base-mesh where imported into Zbrush as separate sub-tools. This made it easy to hide, show and mask parts off. It was also possible to assign different materials to the separate parts as a visual aid. In Zbrush the mesh was subdivided several times giving me more polygons to work with. Once there was enough polygons, new details and shapes could be added by pulling, pushing and using other various tools, almost as if it was a piece of clay.


The different subdivision levels in z-brush. (Click to enlarge.)


When the sculpting was done the lowest subdivision level was exported in obj-format to use as a starting point for the final low-polygon in-game mesh. The reason to make a new low polygon mesh and not use the mesh from sculpting is to optimize the number of polygons in the final mesh. This can be very important for performance when added in the game. The mesh used as a base when sculpting has a a relatively uniform tessellation (distribution and a size of polygons) and mostly a quad layout of the geometry (meaning that most polygons are four sided). The in-game mesh then had to be modified to only have geometry where it was needed. By doing this, more details could be added where really needed without decreasing any performance of the final mesh. This process is sometimes called retopologizing and can be done several different ways. Some people like to use the specialized retopologizing tools within Zbrush, but I personally like to use the regular modeling tools in my 3d software.

The final version of the low polygon mesh. (Click to enlarge.)


When the modeling was done it was time to create the uv-map. A uv-map is basically a way to show where parts of model belong on a flat surface, the texture. This is called a projection, and in this case a 3D to 2D one (the model is in 3D and the texture 2D). Unless the 3D object is a very simple one (like cube or plane) this is a very tricky operation and it is almost impossible to maintain the same ratios as on the model. A good example of this is to look at the various ways our planet earth (a 3D object) has turned into maps (a 2D surface) and all of the distortions and/or strange layouts that follow.

There are some conventions that should be followed when laying out this uv-map. The most important is probably to make sure to put seams (places where polygons split up during the 3d to 2d projection) in places where they are not very visible. This since it is often very hard to match up colors of pieces not next to one another on the texture. Seams can also mess up shading when using normal maps. On a humanoid character a good place to put them could be on the inside of the arms and legs for example. This character also have some irregular areas that have to be given some extra thought. For example the head had an unusual shape making the uv-mapping extra tricky. Once the placement of seams in the uv-map have been established the chunks where laid out to maximize the use of the texture space.

The uv-map layout. (Click to enlarge.)


Before starting the actual texturing work I generated colors for some of the texture maps from information in the high poly mesh. The textures produced this way were the normal map and an ambient occlusion (AO) map. The normal map gives the mesh some extra detail and makes it seem like it is made up from more polygons than it really is. The AO map was to be blended into the diffuse (the base color) texture to give a greater sense of detail and form. Basically, AO is a calculation of how much light reach each point on the mesh, making creases darker and pointy details brighter.

The diffuse map represent the base color of the character and was created in Photoshop by using a mix of various photos, custom Photoshop brushes and the previously mentioned AO map. The diffuse map was extra important as it was also used as a base for creating some other maps like the specular and gloss map. These two are black and white maps that control how light will affect the model. Specular determines the strength of shininess on an areas and gloss how sharp the shininess is. Some of the detail in the diffuse was also used to add extra details in the normal map, like wrinkles and scars.

The final normal, diffuse, specular and gloss maps. Notice that all use the uv-map layout as base. (Click to enlarge.)


Once the texture was completed, the model was ready to be used in-game!

Renderings of final model using different setups of texture maps. (Click to enlarge.)


It's Alive!
By Thomas Grip (Frictional Games)

Before the model could be used in game, some other things was required. First the model needed to be rigged and skinned, a process where the mesh is connected to a skeleton. This skeleton then need to get animations and not until that was done where we able to get a it into the game. This job was made in part internally and partly by an external company. There were a lot of job put into this, but is unfortunately outside of the scope of the article. To some sum things up: we got the creature moving and it was now time to put inside the game.

For Amnesia: The Dark Descent we use a proprietary engine called HPL2 which is a vastly improved and revised version of the engine that powered the Penumbra games (although quite old now as we are developing version 3 of the engine for our upcoming game). It uses a rendering algorithm called deferred shading at its core, a technique that is very useful when rendering lots of lights. It works by drawing out the the normals, depth, specular and diffuse colors to separate buffers and then use these to calculate the final color of a light. Normally when drawing a light, all models that intersect with the light needs to be found and then redrawn based on the light's properties. The nice thing about deferred shading is that models are only need to be drawn once, saving tons of rendering time and allowing more predictable frame rate.

Amnesia: The Dark Descent can be a quite dark game in places, sometimes making it hard to see enemies properly. To remedy this we added a rim lighting algorithm that made the creature's outline light up when in dark areas. This proved extremely moody and when walking in dark passages the player could suddenly get a glimpse of disturbing silhouette slouching off in the distant. After this final touch, our creature was ready to frighten unknowing players!

In-game screenshot showing of the rim-lighting on the creature. (Click to enlarge.)


Hopefully this article will give you some insight into the work that it took to create an enemy for our game. It was quite a long process and took several months from idea to finished asset but we think the final result is well worth it!

An in-game screenshot of the final rigged model in a scene. (Click to enlarge.)

Thursday, March 17, 2011

Birth of a Monster. Part 1.

(The following was supposed to be an article in a Russian magazine, but was never published. So because of that, I decided to post it on the blog instead. It was written in June 2010 by myself, Jonas Steinick Berlin and Olof Strand. Jonas and Olof were working as contractors for Frictional Games at the time. )



Creating Unspeakable Guidelines
by Thomas Grip (Frictional Games)

The following article outlines the process of creating a creature model from scratch for our first person horror game Amnesia: The Dark Descent. It will go through the basic thinking that went into the design of the enemy, how the concept images where made, how the mesh was built and finally how it was put into the game. For this work we used two extremely talented external artists and they have themselves outlined how their horrific creations came about below and it a future part. Before moving on to their work though, I will detail the thinking that went into the basic design of the creature.

When creating a horror game, making sure that the antagonistic creatures are properly designed is an extremely important issue. One wants to make sure the player faces something that feels frightening and works with the game's atmosphere and story. Another important aspect is to make sure that the enemy fits with gameplay. Certain movements might be required and it needs to fit, size-wise, into certain environments and situations. Finally you need to make sure that it is within the constraints of the available resources, something that is really important for small company such as ours. Having these three guidelines in mind I will now walk through the process of coming up with the core requirements for the enemy codenamed “Servant Grunt”.

My favorite way to go about when creating a creature is to take something normal and then add a disturbing twist to it. I also wanted some kind of character that the player could easily project agency to and believe it has motivations, imagining it more alive than it might actually be. Because of this I decided that we use some kind of human or at least humanoid entity, which is a shape that is easily recognizable (no other animal walks like a human) and which we all assume have feelings, desires and motives.

The problem with having a creature which gets the characteristics of a human projected on to it, is that the player will also assume it is intelligent. Because game AI is notorious for doing stupid things, this could easily break immersion. Having enemies do simple tasks like opening doors, avoiding obstacles and investigating strange noises in a believable human-like way is very hard to do. Hence, we had to have something in the design that hinted of stupidity, making it part of the immersion were the enemy to do something silly. Usually this means making something zombie-like, but I really did not want have something that cliché. This mean that I wanted the creature should look and feel stupid, yet still be as far away from a zombie as possible.

Avoiding clichés is usually something that ones does to keep things fresh, but in horror games a lot more is at stake. It is vital that the player does not feel familiar with the dangers faced as it drastically decreases fear and tension. It is when we are unsure about something and not able to predict or makes sense that true terror really emerges. For example, when building one of the game's maps, there was a vast difference in perceived horror between using an old, familiar enemy model from Penumbra (our previous game) and the new one discussed in this article.

Gameplay-wise the main constraint was that it had to walk in some human-like fashion and not crawl or move on all fours. This because we wanted to have a base collision that could easily fit into a cylinder, making it easier to code. For the first Penumbra game, we had dogs as the main enemy which, because they where four-legged, caused tons of issues. Something we wanted to avoid that this time around. Making sure implementation of the enemy is simple ties into saving resources. It was crucial that we did not want to have too many unknown factors when making the enemies. By making sure that most of the game's elements where familiar to us, we could much easier assure that we kept to the timetable and could spend time on polishing other parts of the game instead of trying to find AI bugs.

It was actually not until all of the above was determined that I started to figure out the story behind the creatures. This is not always the way we do it in our games, but this time it fit very well. Our basic story designs only referred to the enemies as “the servants” and did not talk much about their appearance or where they came from, so I had a lot of freedom to make a fitting background story to the guidelines. The finalized idea was that these “servants” were actually beings from beyond that had been summoned into bodies of humans. Once inside humans, they did their best to deform the host into a body that they are used to control, shattering bones, tearing flesh and producing cancer-like growths. This in turned resulted in a scene where the player witness how some humans under great pain are taken over, showing how designing graphics can shape the story, as well as the reverse.

With these basic guidelines completed, I contacted Jonas to start on the concept art.


Conceptualizing the Horror
by Jonas Steinick Berlin (pudjab [at] hotmail [dot] com)

Thomas gave me almost full creative freedom. The basic guidelines were that it had to be a humanoid and nothing like standard zombies, "The Infected" in Penumbra: Black Plague or the creatures in Dead Space. It should also fit the the story of demon-like creatures taking over human bodies and be super creepy. Apart from that, I was free to do pretty much what I wanted.

This was my first character design for a commercial game, so I was a little bit shaky. The great freedom was both exciting and quite overwhelming. So many choices! I first researched and got inspiration from unusual anatomy, photos 18- and 19th century clothing (the time in which the game takes place), surrealistic paintings and various disturbing stuff.

I then continued brainstorming and did a lot of small quick sketches of character silhouettes and different faces. I really wanted to avoid stereotypes and do something unique and memorable. Every single doodle got assembled on a collage and I then showed it for Thomas. He said which parts he liked and from that I went on and created something more detailed. At this time I had a design in my head that I really felt would be perfect. I drew it down with details, colors and lots of love. The result was something of a hunchback with interesting clothing fitting the era and a really grim face. This is perfect I said to myself! Excited I showed it for Thomas. However, I quickly got knocked down to earth again when he said that it looked too funky and resembled “Grodan Boll” (which is a character from a Swedish children's book taking the form of frog). I got instructed that I should avoid the cartoony style and make something more realistic, something that you almost could find in real life. Thomas also thought that it should have a lot less clothes.

The first batch of sketches. Contains the infamous “Grodan Boll” (“Frog Ball”) on the right. (Click to enlarge.)



After this setback I started putting a lot of attention on the head of the character. I think this is the part of the human body that you can make the most disturbing because of the emotions it can show. I instantly chose to give him a crushed jaw with parts of skin hanging down and eyes with dilated pupils which pointed in different directions. Thomas approved of this and I moved my focus to the rest of the body. Important here was to get the feeling of a demon possessing a body that it was unfamiliar to. The creature should try to deform the body into a, according to its own twisted standards, more familiar form, breaking bones and bending joins while doing so. It should also have accidental injuries and be held together with bandages and ropes.

The create is starting to shape up and the design of the head has been approved. It is not yet decided what to do with the lower jaw though (an issue discussed until the very end). (Click to enlarge!)


Because of the lack of clothes we had a discussion about showing genitals or not, but soon scrapped that idea after we realized that it would be best not to tease the rating systems too much (this turned out to be a non-issue as other part of the game show /Thomas).

Clothes have been determined to be nothing but a few bandages. Also started studying how the head might look viewed from the side, which turned out to be not a simple task. (Click to enlarge.)

One thing that was hard to decide was the final look of the left hand. It had to be deformed in some way, but yet be usable and able to be used as a weapon. I did at least 10 different arm designs before coming up with something that we could use. For example I did an arm in the shape of snowballs with spider fingers and one arm twisted in a spiral, with its bones pointing out. The final hand-design was more of a claw with bony fingers that we thought would be perfect for both scaring the player and give a good scratch on the back.

Before settling on a final design, many different version were tried. The left arm was the most troublesome part and changed a lot. (Click to enlarge.)



When I did the detailed final concept I started by drawing it up traditionally with a pencil. This may not be the most effective way to work (because it makes it harder to do big changes and also caused unwanted coffee stains), but I feel more in control this way and find it easier to do the smaller details. After that I scanned it and quickly colored it in Photoshop using multiply layers. I first tried a bluish skin tone, but it made it feel too much like an alien, so I changed it to a more desaturated one, warmer colors with elements of purple, blue and yellow to create a pale corpse-like look. At this point it didn’t feel too professional and had to go over the concept with Photoshop to add the final touches, such as highlights, noise removal and sharpening. The Photoshop-file ended up having forty plus layers, most of them containing small and unnecessary changes. Nothing I recommend, because of the insane file size, but this time it did the trick and I managed to convince Thomas the concept was completed.

The art was now done and could now be used by the modeler to create the actual 3d asset.

This was the final sketch of the enemy. After this was done I started painting it digitally. (Click to enlarge.)



Final concept for the enemy. Note how the lower jaw has been removed, something that was made after the entire character was fully colored.




Continue to the second part...

Wednesday, January 12, 2011

Why not release a game on Steam that has been ported to Mac?

As we have released all of our games for Windows, Mac and Linux and because we also release our games on Steam, this will be a quick reflection over the lack of games available for Mac that are not on Steam.

Looking at the Steam forums you can find a thread or two every now and then that brings up the topic "why are there many well known games, that are ported to Mac, but are not on Steam??".

The reason for this can be many: Perhaps there is a contractual limit or perhaps the company that did the Mac port have their own online store and only wants to sell the game in that store.

There has also been a mention here and there about SteamPlay, the feature on Steam that gives you a game for all platforms, even if you only bought it for Windows to begin with. This means that if you have a Mac as well, you get the game for Mac for free on Steam. Or the other way around of course. This might be viewed as a negative thing, because as the company porting the game, you have a lot of potential customers that will simply get your game for free. This makes SteamPlay also a possible cause not to release the game on Steam.

Bringing me to the point of this short blog post: As a long time Mac user, gamer and as someone that worked on quite a few Mac games over the years, I feel the urge to post a little "Steam is good, SteamPlay is good and if nothing stops you from releasing the game, do it."-suggestion.

Looking at our own sales, we have about 7-8% coming from Mac users. Last I heard, the Mac portion of the PC market was less than 7-8%! We have had this sale share since the very first month our games were released on Steam for Mac, so despite all the potential "lost sales" due to SteamPlay, we have sold as many copies as the Mac market should be able to support.

Let's take Penumbra Collection as an example; when it was released on Steam for Mac, the Mac sales accounted for 20% of the total sales of Penumbra Collection that month. This for a game that is to be considered old and have been available for the Mac elsewhere for as long (almost) as the PC version has been out.

If you are a Mac porting company, take a moment to think about it and if nothing stops you from releasing it on Steam, why not maximize the potential customer base?



Psst. Of course there are other originally Windows oriented stores that have support for the Mac, such as Gamer's Gate and Direct2Drive. Not to forget the newly released (long overdue) App Store by Apple themselves.

Friday, January 7, 2011

Four months after Amnesia's release

Introduction
Frictional Games have now officially existed for almost exactly four years (4 years and 7 days to be exact), Amnesia: The Dark Descent is our fourth game and it is now four month since we released it. Because of this we thought it was time for another round-up of sales and other stuff that has happened.

Those who have read our two previous reports might have noticed a small trend of the later being a little bit more positive than the earlier. This post will not be an exception and we can happily announce that things are looking better than ever for us. Summarizing all sales since release actually puts us in a state that we never imagined being in.


Sales
Let's start with what I guess people are most interested in - sales. When counting all online sales as well a the Russian retail copies, we have now sold almost 200, 000 units! This is a tremendous amount and more than we ever thought we would. Our "dream estimates" before release was something around 100k, and to be able to double that feels insane.

Note that more than half of these units have been sold at a discounted price (with as much has 75% of the price off), so the total earnings are not as much as it first sounds. Still, we are in incredible good financial situation right now. Also, the daily sales are still quite high and the average has not dropped below 200 units yet. This means that we can still pay all daily costs from these sales alone, allowing us to invest the other earnings into the future (for outsourcing, PR, etc). It also gives us a healthy buffer and allow us to manage any unexpected happenings the future might hold.

With these figures at hand, we must confess that it gives us new confidence for the PC. The sales that we have had (and are having) are more than enough to motivate developing a game with the PC as the main (and even only) platform. Based on what we have seen, the online PC market is just getting bigger and bigger, and we are convinced we are far from the end of this growth. We think that other developers that consider making their game exclusive to a console might want to think again.

However, our sales have not been typical and it is safe to say that we have earned more than most other indie PC games. We have been extremely lucky with our media coverage and gotten tons of free PR (more on this later), something that has greatly influenced our sales compared to other titles. As proof of this, in the Steam sales charts we have been among the top three games for Adventure and Indie categories almost the entire time since release, often quickly above many of the games that were released after ours. With this we do not seek to discourage others from creating PC games, we are just saying that 200k units is not something that should be expected after 4 months of sales of an indie game. The market does continue to grow though, and it might not be long before these kinds of numbers are considered perfectly normal.

There is another really important thing that needs to be taken into account: If we have had a publisher and sold according to current figures, we would not be in the state that we are in now. More likely, we would now be something more like our first sales summary post. We would probably just have paid back our advance, and just recently been receiving royalties (at a much lower rate, like 25% of what we get now). This means that we would probably be looking for a new publishing deal at this point instead of having the freedom we now have. This does not mean that publishers are evil, just that one should think carefully before signing up for anything. Releasing a game without any financial backing or help with marketing is quite a struggle, but if you pull it off it is well worth the effort!


Media and PR
While we tried to make as much noise as possible at the release of the game, our marketing efforts have been far from big. Our main tactics have been to spread movie clips from the game, releasing a playable demo and to send out review copies. We think that most of this paid off as much as we could have hoped for, with great responses to trailers, players liking the demo and awesome reviews. However, plenty of PR came from a quite unexpected source, namely from user generated content.

An idea that we threw around before release was to have some kind of audience reaction footage, like Rec and Paranormal activity trailers have had. Having too much to do, we just left the idea lying and never did anything about it. However, shortly after the release of Amnesia players made their own videos with exactly this content! The extent that these have spread is quite amazing, one video having 775k views at the time for writing. That is almost a million views! And without any cats!

As we have now entered a new year, there have of course been a lot of awards. What is extra exciting about that is that we actually have been gotten a few! Just recently we got three nominations for Independent Games Festival, something that we are very thrilled about. Yahtzee of Zero Punctuation fame was kind enough to name Amnesia his forth best game of the year. Elder Geek awarded us PC Game of the year which was quite unexpected. IGN is currently nominating us for best horror game of the year and also awarded us best horror and coolest atmosphere for PC. Plenty of other awards have been given too and we are extremely happy about this kind of response!

How has these awards and nominations been us PR wise? Unfortunately it is a bit hard to say as all were announced during the Christmas sales, a time when sales where much higher than usual. Now when it is over, we do see around a 75% increase in daily sales compared to before the Christmas sale started. We think the awards and nominations are part of this increase, but the increase in new players during the holidays have probably also helped spreading the word and boost the sales.

What we can tell though, is that the awards and nominations gotten us more attention from the media. Especially after the IGF nomination we have gotten a lot of mails regarding interviews, review requests and similar. So even if these kind of things are not crucial for current sales, they can prove very important for the future of our company.


Current situation and future
So obviously Amnesia has been a huge success for us at Frictional Games, but what does it mean for us as a company? First of all, we are now completely financially stable and have enough money to complete our next game without any problems. It also means that for the first time in our lives we can actually get decent salaries, something that I personally would never thought would be possible. This means that Frictional Games is no longer a struggling endeavor that we will continue until our energy runs out. Instead Frictional Games has now become a proper career, income provider and something we hope to continue for a long time forward. Compared to how we felt just a few months ago, often considering getting "proper jobs", this is quite a wonderful change!

Our financial situation also means that we are able to take some amount of risk. While we of course do not aim to go crazy, it means that we can try out new things without risk of going bankrupt. It also means that we might have means to release a new game more frequently than every other or third year. We have some ideas on how to approach this, and are actually in the process of trying some things out.

As for our plans to focus on consoles, as hinted above, this is something we are reconsidering. If online sales figures continue like they have with Amnesia, there is actually not any reason for us to release to anything but PC. Still, it would be foolish not to try consoles out and our current idea is to work together with a third party to do a port. This would mean that we can still can keep a small staff and not risk growing beyond our capabilities.

We are also hard at work with our new game which we are extremely excited about. While we still do not want to disclose to much, our goal is to take "experience based gameplay" to another level. We aim to use the emotions that Amnesia was able to provoke and to focus them in a different direction, which will hopefully give delightfully disturbing results.



Finally, a big thanks to everybody who have supported us over the years, played our game, spread the word, made crazy videos, etc. We hope you all will continue to support is into the future!

Friday, October 29, 2010

Halloween Tips. Sale and more!

Now that northern hemisphere people move into darker times what can be better than to indulge in some horror! Read along to get some tips on games, books and movies to check out this Halloween!


What to Play?
First of all we have to recommend our own creations that are now available at a very low rate! Amnesia and Penumbra can both be gotten for as low as 50% the price on several online stores. Right now discounts are available at Our Own Store, Steam, GamersGate, ImpulseDriven and the voices tell me Direct2Drive will have discount very soon too.

I would also like to put special attention on our newly launched Mobile Store. It is an ordinary internet store where you can buy the game by simply sending an SMS. It does not get much easier than that and is especially nice for anyone missing a credit card! All our games are on sale there too and if you are lucky they might cost you less than half the normal price! So do not hesitate and check it out now:
http://mobile.frictionalgames.com/

In case you have already played both Amnesia and Penumbra, here are some more more recommendations:

Anchorhead
A lovecraftian Interactive Fiction game with story similar to "Shadow of Innsmouth" and "The Case of Charles Dexter Ward". It is quite long and very well written and implemented. If you can manage playing without graphics this is a great choice.

Call of Cthulhu: Dark Corners of the Earth
Another lovecraft-game, but this time in glorious realtime 3D. Especially the first third of the game is deliciously creepy with a nice foreboding atmosphere. If you can stand a few bugs and cheap deaths, this game is well worth getting.

I have no mouth and I must scream
This is a game that is not that scary, but instead features some extremely disturbing themes. The story takes place in a post apocalyptic future, where the last five people on earth are being tortured by a not-so-friendly AI named AM. It plays like a usual point-and-click but with some fun twists. Unfortunately the game suffers from some annoying puzzle design, but is still worth trying out. And oh, the game works with ScummVM, and should thus run on just about any platform.


What to watch?
At Halloween all kinds of crappy horror movies are released, so to save you from that here are some films that you might have missed:

Fermat's Room
Five people are called to a puzzle evening which takes on a diabolical twist. If you enjoyed limited location based movies like Cube and (first) Saw, this is one is highly recommended!

Eden Lake
A story about a couple taking a trip to a lake is not all that original, but Eden Lake has a nice twist to it. Beware of some disturbing scenes.

Hard Candy
Cranking up the disturb-o-meter, this movie is unsettling to say the least. It starts out with a creepy meeting between a man and a young girl, and then gets progressively worse.

Day of the Beast
To lighten up after Hard candy, you should consider this movie. It is about a priest that in order to stop the anti-christ decides to become evil. He teams up with a mentally unstable death-metal fan to do so. Hilarity ensues.

Lost Highway
This is probably my favorite a Lynch movie, if only for an excellent scene involving a telephone at a party. It is not that scary, but keeps a brooding atmosphere throughout. Beware of weird lynchian plot!

Audition
Since we want to go out with a bang I am rounding up the list with this disturbing masterpiece. The movie is quite slow, but this only helps building to moments of true horror that it has. The end scene is unforgettable.


What to read?
Nothing can tingle the imagination as a good book. So here are some tips on how to invoke those nightmares I bet you long for.

Anything Lovecraft
A novel by the master of horror is a must! For people new to the man, I would recommend "The Whisperer in the Darkness", "The Shadow over Innsmouth" or "The Dunwhich horror", all very typical lovecraftian tales. All of his works is available online, but they are of course best enjoyed in front of the fireplace.

The Terror
A retelling of the doomed Franklin expedition with the addition of a stalking monster. Most of the book is based on true events, and the supernatural spice increase scariness in an already horrific story. This is probably one of the best horror books I have read. It takes a while to get into, but when you do the book will not let you go.

Perdido Street Station
I consider the books author, China Mieville, but be a kind of modern day Lovecraft. He has the same dense, but yet enthralling, prose and an incredible ability of making monsters. The books takes place in a fantasy world, but even though it is very weird, it feels in real in a way. Prepare for some really disturbing imagery.

Stiff: The Curious Lives of Human Cadavers
Ever wondered what happens to human bodies after they die? This book contains all you want to know and then some. It opens up with describing rows of heads lying in bowls (to be used in educational purpose) and then gets worse. For anybody interested for anybody interested in the macabre this is a must.


Your tips?
Please leave any nice Halloween tips you might have in the comments!

Friday, October 8, 2010

One Month after Amnesia's release

Introduction
It has now been pretty much exactly a month since we launched Amnesia: The Dark Descent. And since the post on a week after release was quite popular, we have decided to do a new overview on where we stand now. This time we will mainly focus on the sales and give some more accurate figures on how things have turned out for us.


The big picture
So, with one month of data to analyze, how did things go? I think it can be summed up with: Better than expected on all accounts! As of today we have sold a total of 36, 000 units (including pre-orders, but excluding boxed sales in Russia), and our goal, which would determine if we would continue or not, were 24,000. Having met and exceeded that goal already feels quite nice. Frictional Games will live to create another game!

15,000 (41.7%) of all sales were in the form of pre-orders, which is quite significant. Part of the explanation for this is that there was a 20% discount during pre-orders and we also believe that people are more inclined to buy a pre-order. With perks such as Steam pre-loading, people seem to think it is worth putting up money before release. And since there is no pirate alternative to a pre-order, it is more likely that people will go through with the purchase (more on pirating later). In any case, pre-orders is probably something we will focus on more for our next title.


Platform specifics
Gathering an exact percentage of sales for Linux turned out to be a bit complicated. Purchases made in our store gets all three platforms, which is the only place to get the Linux version. The total amount of sold units in our own store is about 5000. Since we can connect some of these sales with steam activations and similar, we can make a conservative estimate of 2500 Windows users, leaving 2500 left for Mac and Linux. And since this this is the only store for Linux users, we assume 70% of these are Linux. This means 1750 sold Linux units, or 5% of the total sales.

Mac sales are a bit simpler to estimate, and given the estimates from above plus some other data, comes to about 8% of the total sales. The interesting bit here is that just taking the last week into account the amount of mac sales lie at about 12%. This probably means that the Mac market takes longer to penetrate and that Mac owners might be more likely to buy an "old" game. Unfortunately we do not have data regarding this for Linux, but assume something similar happens there.


Media and user response
As we said in the last post, the response from the media and users have been overwhelming to say the least. Right now, we have 86% at Metacritic, 90% from users on Gamespot, and so on. Considering it is a niche and story based game this feels extra nice (which, as Kieron Gillen points out on RPS, usually get lower meta-scores). We could not be any happier than we are with this response.

So how has this affected the sales? Well it is obviously impossible to say what we would have sold with worse grades, but what we can do is to see what correlations there are between positive reviews and spikes in sales. It turns out there is pretty much none. The only correlation we managed to find was with combined release of the Zero punctuation and Gamespot reviews. These were out very close in time and almost quadrupled sales compared to the previous days before (about 150/day to 600/day). It even seems like this boost still remains.

Apart from this example, it has not been possible to find any other correlations. Part of this is probably due to the noisy nature of the data; many reviews come out at the same time they overlap and it is not possible to discern individual contributions. However, when articles have been alone in time, there still have not been any noticeable spikes. One explanation is that it might be hard for people to find out where the game is bought, as our website is seldom mentioned in previews/reviews. This is especially true for the time before the pre-order became available at the major online retailers. Another explanation is that most reviews have more of a long term effect, instead of an instant sales boost. What this means is that reviews convince players that already know about the game to purchase it, instead of acting as a PR catalyst.

What reviews does do is to make other publications find out about you. Getting a review in a high-status outlet have meant mails from many other publications and convinced other media folk that the game is worth writing about. Thus, as mentioned previously, good review help sales in a long term perspective.


Pirating
Now it is time to discuss pirating and how this has affected us. First of all, it is quite easy to see that there are tons of torrents/shared files of Amnesia available. When we search the web to see if any news on Amnesia has popped up, almost 50% of the results go to a pirated version of the game. This is of course makes us sad, but it is also something one has to deal with when living in today's world. We are well aware that the same technology that allows pirating of our game, is the same that enabled us create the game in the first place. Without a fast Internet and a connected world we would never be able to work together or distribute our games. But this does not mean that we should just ignore piracy and it is important to figure out what kind of impact it has on us.

As I have said, the sales have been above what we had expected, but compared to the response we have gotten it still feels kind of low. For example, the very hyped Minecraft has gotten more than ten times the sales compared us. While being a vastly different game compared to Amnesia, there are some differences that are worth discussing. In terms of the amount of PR received, I would say that Minecraft is more well known, but Amnesia is not far behind. Google gives us two times the hits compared to them and a popular pirate site gives Minecraft double the distributors compared to us. We have gotten more reviews from popular outlets, Minecraft has gotten more viral-like PR. As I said, I think Minecraft has the upper hand here, but not by that much. Still, Minecraft has a over ten times the sales compared to Amnesia, which is a huge difference.

Our conclusion is that a large part of this is due to the lack of pirating in Minecraft compared to us. As I mentioned above, Minecraft has 10x the sales, but only 2x the torrent distributors. A Google search on the subject also turns up twice the hits for Amnesia. It seems like more people are pirating Amnesia and we think there are two main reasons for this. Both of them are related to the single-player nature of the experience.

First of all, once you have played Amnesia there is little meaning to play again. A person pirating the game and finishing it has no real reason to go back. So even if a player likes it and determines that it is well worth paying for, there is no incentive to do so. It is quite common to read on forums that people have downloaded a pirated version and say that they will probably buy it later. The question here is how many actually does this? Even if you really liked the game and want to support the developers, it basically feels like money down the drain since you get nothing extra after paying. This is not the case for a game like Minecraft where more content is released all the time and the game is designed to be highly replayable (and darn it for that, damn time consumer!).

The second reason is the lack of any proper protection. Not only does Amnesia not have any real protection from the start, there is almost no way for us to force people into buying ad-hoc. What we can do is to release patches, but this only affect people that have not been able to start the game, a small part of the user base. So once the game is out we are basically screwed and we can not do much to make people chose a legal over a pirated one. Minecraft requires a server connection and is constantly updated, effectively pushing people towards buying the legit version.

So what to do about this? One way is to create different kinds of games, where we can implement these sort of things. But that just feels wrong. A developer should not design a game based on how it can be protected and doing so can only lead to bad things for our games (to avoid feeding potential flames; this is based on what we want to do with our games, not what we think of others who might do this). What we want to continue doing is to create single player games that try to evolve the way in which videogames tell stories and evoke emotions. Another option is to expand our horizons and try other platforms. This is what we are currently looking into. We do not know what this will mean as of yet, but hopefully we can continue to expand platforms and not limit them.


Our situation
So what does all this money talk mean for Frictional Games as a company? The most positive news is that we have recouped all expenses from creating Amnesia. This is of course awesome, but it needs to be taken into account that we worked long days at a very low salary, using minimal expenses. Our next game will not be possible to do on a budget like that.

For the team, it is now finally back to more normal salaries. This still means that we are paid below, or just at, minimum wage (there is not an actual minimum specified by law, we just mean according to standards) here in Sweden though. We have made some calculations and if we were to increase salaries to normal levels, our current earnings would only last for a year and a half at most. We estimate that it will take at least two years to complete our upcoming game and there are more expenses involved than salaries for the five team members (check the credits for Amnesia!). So right now, we have to stick to having low salaries and see how sales pan out.

At the time of writing our daily sales are at around 350 units, but it fluctuates quite a bit and it is hard to see how it will be in the long term. I said in the previous post that the sales were dropping drastically, but this actually stopped a day or so after posting. Our hope is that it will end up at around 70 per day, as this means that the day-to-day sales would cover monthly salary costs. The money earned at launch could then be used for other expenses and perhaps help us reach more common wages. Very hard to say when a steady level will been reached though. For the Penumbra games it happened two weeks or so after release, but PR for Amnesia is still pouring in, so we assume at least another month.


Final thoughts
Hopefully this post has give some kind of insight into sales for a PC game and where Frictional Games stand now. We are really happy how Amnesia have turned out in all ways. While sales could have been better, people are still buying it and will hopefully continue to. If it stabilizes at a good level, things are looking very bright indeed.

We also feel that we finally can leave Amnesia behind us and start focusing on our next project instead. As this will be our first project where we know from the start that we can finance it ourselves, it will be very interesting to see what can be done. In all our previous games, we have mostly rushed through the production. This is will be the first time we can take our time and make sure that all is the way we want it to.

Exciting times lie ahead and we hope you all will follow us into the future as well!

Thursday, September 16, 2010

On Game Length

Not too long ago, there was a coordinated blog effort with developers like Jonathan Blow, 2D Boy and more commenting on the length of games. The general consensus of these posts was that games should not be judged by their length, but if the experience feels complete or not. Something that we here at Frictional Games agree on.

Now that we have released Amnesia: The Dark Descent, game length has once again come into our lives. There have been several reviews of the game that have stated that the game's length, 6 - 10 hours, was a major negative. Especially considering that the game does not have any replayability (although that is up for discussion).

This has made us a bit concerned. A major goal with our games is to have no fillers, to have a game where everything is focused on creating a certain experience. Since we do not have combat in our games, there is no way to extend length in a simple way (like filling a room with enemies). Just about every minute in our games requires lots of time and effort to implement. If we are to keep on improving the quality of our games, 6 - 10 hours is pretty much the maximum amount of gameplay time we can create.

Especially now that the first week of sales, despite overwhelmingly excellent response, were only moderate (more on that here), this makes us a bit concerned. If 6 - 10 hours for a $20 game gives it a negative mark, what if we increase the price to $30, would this drastically decrease the positive response? Even more serious, this negative feedback on the game's length has made us having discussion topics like "how do we make this section longer?". We try to push this aside and instead focus on more important topics such as "how do make this section more engaging?", but it is still nagging at the back of our heads. Focusing on game length, is something I find can have very negative effect on a game's design (discussed a bit here).

With this background information, we would like to hear your thoughts on this issue! I have set up a poll in our forum here:
http://frictionalgames.com/forum/thread-4427.html
Please take your time and register and place your vote.

Also, please tell us what you think in our forum or here on the blog!

Tuesday, September 14, 2010

Editors are out!

Just wanted to notify all that the editor tools for Amnesia: The Dark Descent are out. These are the same tools that we used the create the game, so at a minimum you will able to do all that is done in the game.

All info is being collected here:
http://hpl2.frictionalgames.com/

I suggest you start by first downloading the tools here, then follow the guide here and finally start checking some tutorials.

If you have any questions about the editors, please use our modding forum found here:
http://frictionalgames.com/forum/forum-35.html

Happy editing! :)

NOTE: Only windows version released so far. Other platforms coming shortly!

Friday, September 10, 2010

Amnesia "Launch" Trailer

We just finished our "launch" trailer for Amnesia The Dark Descent. Watch here:



Now for a quick making of the trailer:

First of I started out making a text synopsis over the clips needed for the trailer. I had an idea of starting the video with a lynchian stare, that should set the mood for the rest of the trailer. My design process was then for me to lock myself inside a dark room, lie on the floor and mumble stuff while gesticulating in the air.

I then showed the synopsis to Jens and when he had approved after some smaller changes, I set Marcus and Luis to work with recording. I gave them descriptions on how I wanted the clips to be, they then recorded something, sent sample and I mostly told em tons of stuff to improve. It took a day and something like 5 - 50 retakes for each shot (one ended up not being used) to complete. We now had the clips!

One clip was missing though: Some fancy logo animation! This we could not do ourselves so I started looking for a company to do it for us. This turned out much harder than I thought! First finding a company was a pain; all I ended up finding where wedding photographers and the like. Nothing what we needed obviously. After some work I manged to find 19 different companies and mailed em. Three replied! All of which where fully booked or on vacation of course. But from one company, whose staff was on holiday, we got a tip about Atmospheres, a UK company that ended up doing the animation. I think it ended up very nice! Especially given the time and resource limits we had to give the company.

Jens now started working on the editing. This has caused us tons of trouble with all codecs and other crap that never works out as planned (blog post about it here), but Jens has started to master it now and is usually pretty quick. So he cut and mixed with the cut em together, which took half a day or so. I contributed with the graphics for the texts and some quote mining (a skill any dev needs to learn!). After some minor fixes, the editing was done!

Finally was time for Jens to put sound on it. You see, in order to get nice sound you do not keep anything from the original clips, and add new sounds for all. Otherwise you get all kinds of cut off sounds between cuts. It ended up taking Jens over three days to complete this (and is why "launch" trailer is not on launch). The final project file contained 52 tracks, each track having hundreds of sound samples.

Fun fact is that this process of design -> graphics -> editing (scripting) -> sounds is pretty much how we made levels in Amnesia!

There you have the story! Lots a work for a little over two minutes. Hopefully it will lure someone into buying! :)