Hey all! Kevin here once again!
Over the past few
days, we've had received a great amount of people expressing interest in
project Ven, which we're super psyched about - nothing better than finally
being able to show off your work after 3 months of NDAs! ^^
A lot of commenters have also raised some great questions and concerns, which I'll be happy to
answer, starting with this post.
The first issue I'd
like to address is that of over-scoping - many have expressed concern that our
project might be too ambitious, doomed to never see the light of day. This is
an extremely valid point! Over-scoping
is definitely the bane of start-up groups, and the first thing we had to decide
was the scope of Ven. Our team has a strong track record of completing projects
(it's the first thing you learn as a game dev) - and doing so in relatively
quick times. Check out Rabbit Rush: http://www.rabbit-rush.com/, a
game we made in 2013 that got an honourable mention for IGF 2014! While not the
most polished game, it was definitely a fairly large scale project, and we
managed to make that in 4 months with a group of 5. A few of us have also
worked on commercial projects (iPhone apps, prototypes for larger companies,
etc.), so we do have some experience with project completion and follow
through. This is also the reason why we're purposely limiting the scope of the
game to less than 1 hour of playtime - quality over quantity, and it helps us
scope out follow-ups much easier.
Some have also
commented on the over-simplistic nature of our "goals" - rest assured
that our "goals" were oversimplified for public consumption - we have
a detailed, 17 page design doc for internal use, which we are happy to share with
anyone in the later stages of engaging with us as a writer. Nonetheless, I can
see where how some of the terms we used might seem rather ambiguous, so let me
clarify them in greater detail:
"Mainstream", and why we're going there
Mainstream is a
rather vague word used out a lack of a better one (that we can think of), so
let's put it this way instead: we want to create a game that reaches outwards
(from the VN community), while still remaining an enjoyable work for those
within the original community. While targeting a niche market is generally the
sounder business choice (at least in the short run), our "goal" is
not just to make money. Don't get me wrong, we're not altruists on a holy
mission, and being commercially viable is definitely a key factor for our
success, but if we just wanted to make money…we probably won't be making games
. It's our passion and love for the medium that propels the project, and our
greatest desire to see it rise up and take its place amongst the other
"great" mediums - film, books, comics, anime…
The following will
probably be our most controversial statement: we believe that in order for a
medium to grow past a certain point, it requires mainstream recognition and
relevance to popular culture. Studio Ghibli, as clichéd as it might be, is a
great example of a studio that "reaches out", while remaining
relevant and enjoyable for the original fans of the medium. We want to be like
that.
We understand if not
everybody agrees with us in that statement, but that's what we believe in. That
being said, we're definitely not out there to make a "watered-down"
experience, or to censor - it just means we have to approach the narrative from
a more universal point of view.
So not too niche,
but not too mainstream: like most things, balance, I think, is key.
The West
"The West"
refers to the English-speaking world. We believe that language is the largest
barrier preventing wide-spread access of the large majority of visual novel
works, and by creating high-quality, easily accessible English-language works we
lower the barrier of entry for a lot of people out there. This is not to say we
are not interested in releases in other languages - it's just a bit outside our
budget (scoping once again) - and we don't want to make any empty promises.
Tl;dr: We more visual novels beings made
worldwide, and higher quality works produced. We believe by creating a
high-quality, high-profile English visual novel that reaches out from the
current VN community is the best way to do that.
A last point I want
to clarify is that we are not just fans working on a pet project! We are game
developers that have worked on professional, commercial works, forming a
start-up company to work on our dream. We understand that there are risks
involved, which is why we want to make sure people know what they are getting
into. Is it going to be easy? No. Is it going to be risky? Heck yeah. But we
truly believe we have something worth investing into, that people will enjoy!
:D
Hope that it clears
things up a bit, and once again, if you have any questions or comments, please
let us know!
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