It's a Saturday afternoon in early October of 2005 in what appears to be an
old converted warehouse. A hundred or so members of the indie game development
community crowd into a darkly lit room illuminated only by the computers lining
its walls. The event is what may be the last of four annual Indie Game
Conference's (IGC) hosted by Garage Games in Eugene Oregon and running on those
computers are unreleased games written by the developers attending the
conference. From around the country and even as far away as Europe and the UK
small independent development teams have descended on this conference to elicit
feedback from their peers about how to improve their games and how to find
success as an independent developer.
Among
the lineup of games are titles like Determinance,
TubeTwist,
MarbleBlast Ultra and more. Attending the conference was Josiah Pisciotta,
the owner of a small but successful independent developer named
Chronic Logic, and one particular game being
shown had caught his eye. The game was "Capture the Frag" a 3rd person 3D
capture the flag game that showed a lot of promise. "It looked like a real game,
much more complete then most of the games that where being shown at [the
conference]" Josiah recalls. Digging a little deeper Josiah learned that
"Capture the Frag" had been developed entirely by one person, a guy by the name
of Scott Thunelius.
By IGC 2005 Chronic Logic had grown into a successful indie game developer with
titles like Pontifix, Bridge Construction Set
and Gish headlining their growing stable of
released games. At IGC they were hoping to find other talented indie developers
to work together with to help bring more games to market. After meeting at IGC
and discussing the possibility of working together to release a game Scott
filled Josiah in on his latest project "Kingdom Elemental" a new take on real
time tactical combat games. The two began talking about what Scott's plans were
for the game and agreed to work together to bring it to market.
It is now the middle of November 2006 and Kingdom Elemental is about to be
released. I had a chance to catch up with Josiah and ask him about the upcoming
release, but first a little background about the project up to this point.
Kingdom
Elemental is collaboration between Chronic Logic and Scott Thunelius. Scot
Thunelius has been responsible for almost all of the game design, art, and
development. In an age where most games are created at the very least by a
programmer and an artist, this is nothing short of amazing. Scott has been
making games for several years but has never sold any of his games or worked
full time on them before Kingdom Elemental. Since 2005 Scott has put about 15
months of work into the game, the first 10 on a part time basis and for the last
5 months working full time on it in an effort to get the game finished. To help
Scott reach his goal ChronicLogic has "funded" Scott's development in a very
indie fashion contributing $1600 to the project for various resources and
helping him with some of his living expenses. Josiah and Scott have been working
on finishing Kingdom Elemental since the beginning of the 2006 and the game is
scheduled for release on November 21st. (*Editors note: This article was written
before the games release) The game blends elements from RTS, RPG, and Tactics
games with a fantasy theme.
I asked Josiah about his thoughts on Kingdom Elemental and he seemed genuinely
enthused about the game. "I have been playing it almost non-stop for months
throughout the development process and I am still having a great time [playing
the game]" Josiah confessed. He went on to describe how the game can be played
for 10 minutes or 2 hours depending on what the player wants but does not
require the same time commitment traditionally associated with the RTS and RPG
genres. The game doesn't take itself too seriously and pokes a little fun at
itself from time to time. "I really like this concept of a middle ground between
these well-established game styles" Josiah elaborated, "It fills a niche for
people who enjoy different aspects from any of these types of games or people
who are looking for a new experience altogether".
Hearing
about the challenges facing Scott as he worked on creating his first sellable
game, I asked Josiah if he saw any similarities between Scotts experience and
his history at Chronic Logic. "The biggest hurdle for getting starting as a game
developer is getting your game finishing while supporting your self at the same
time" Josiah explained. "Scott had been working full time and trying to develop
Kingdom Elemental on the side. About four months ago he took up developing
Kingdom Elemental full time." Josiah elaborated on the challenge of creating
games when you aren't making any money from it. "Giving up your steady income
job to take a chance on your own game is a big risk for anyone" he explained.
Josiah related his experience trying to balance the need to see income with the
necessity of finishing a game properly and to a high standard. "When Chronic
Logic was in it’s early days I was in a similar situation, living on savings and
borrowing money to continue game development. This often forces you to rush your
game out the door to hopefully start making money on it, and while Scott has
been pushing forward on Kingdom Elemental I have been helping him stay focused
throughout the long development and to make sure the finished before it is
release."
This
led me to ask about the nature of Chronic Logic's relationship with the project,
did they exhibit a lot of influence over the games direction and design as
retail publishers often do? "Chronic Logic is far from being a retail publisher.
I don't really even consider Chronic Logic an indie publisher" explained Josiah.
"We are just indie developers who looking for other indie developers to
collaborate with on great projects. I want to work with people who are
passionate about making games like I am, people who have a dream to make a great
game and who are willing to work hard to see that dream through."
The discussion then turned to the plans for publishing Kingdom Elemental. I
asked Josiah how he would classify the game. "Kingdom Elemental is an Indie
Game. I would not classify it a casual game" he said. "We are hoping that people
who play RPG's, real-time strategy games, tactic games and gamers who like
aspects from any of these types of games will all enjoy Kingdom Elemental."
Josiah then went on to explain their approach to bringing games to market. "We
don't set out to make a game for any market or demographic, we make a game that
we like and hope there are enough people out there like us" he explained.
Like
most indies Chronic Logic plans to use any and all means to get Kingdom
Elemental distributed, but their immediate plan is to push for direct sales from
Chronic Logics website. The initial version of KE is for windows only but if all
goes well there will be another version, which will also be available for OSX
and Linux. I asked Josiah about their goals for the game at release and what
they hoped to accomplish. "If people have fun playing Kingdom Elemental then I
feel it has a good chance to meet our goals. I know that I have a lot of fun
playing Kingdom Elemental but you never know how it will be received by the
masses until you release it" said Josiah in anticipation of the upcoming
release. In terms of hard numbers Josiah described the criteria for success
being "Kingdom Elemental will be a success if it can provide the funding we need
to develop the next version which will include support for OSX and Linux as well
as a wealth of new content and multiplayer support. This will probably need to
be at least one hundred direct sales a month for the first 6-9 months."
From a chance meeting at the 2005 IGC up to now it's been a challenging struggle
to bring Kingdom Elemental to market. Please join us for the next article in
this series when we check back with Scott and Chronic Logic shortly after KE's
release to see how well the game has been received and how it's performed
against their expectations from a sales perspective.
By: Dan McDonald
Posted: Tuesday December 05, 2006







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