Whew

Update: Registration no longer required for demo downloads.

So it appears that we've nailed the most horrendous of the bugs, at any event--the SSL is working, people can download demoes consistently, and UK users can use Paypal. So over the next week, our efforts will be devoted to important but not oh-my-god critical issues. Most importantly, ensuring that forum navigation doesn't suck, that registration is smoother, and that a whole slew of graphic and cosmetic fixes we know we need to get in place do.

For those who have contributed suggestions and comments in the forums, thanks, and we've taken many to heart. You may already have noticed a number of little changes--like the fact that the middle navigation area now calls what used to be "Central Committee" Editors' Blogs (which will probably change to Staff Blogs, as not all of us are editors)--and Forums has replaced Voice of the Masses. We were persuaded that clarity trumps cleverness; we may have the old names appear as titles on the target pages, but the navigation will remain more direct.

Perhaps the biggest criticism we've received--less here than in posts elsewhere--has been on our policy of requiring users to register before downloading demoes. We had two reasons for doing this: First, a fear that the bandwidth costs of providing demoes would be too large otherwise; and second, a desire to get as many registered users as possible, because "how many users do you have?" is a question we're going to get constantly, from both press and investors.

However, so far at least, it appears that our bandwidth fears were excessive; the games people are downloading the most are ones with modest-sized installers, rather than the ESD versions of commercial-release software we carry, which tend to have much larger installers. (And good for you--file size has no relationship to merit.) And as for user numbers--well, okay, big deal.

So I'm convinced, and we'll be moving to allowing downloads by anyone, whether or not registered--[update: done].

It's been enlightening to see actual sales patterns to date--which are at a modest level, of course, as our marketing efforts haven't begun, and we're still in beta. Our first sale was to an old friend who purchased Aveyond--and it was a bit of a kick to be able to look at that and say, oh, excellent, that game is right up John's alley, he'll like that. We don't know most of you that well, but we like to think there's some chance you'll have that kind of experience, too.

The surprise so far has been Oasis, which isn't featured on the front page or on any genre page (although it does show up under Cool Indie Games). It's sold better than some of the games we do have on the front page. It's a surprise not because it isn't a great game (it is), but because it's been around for a while, and I assumed most people had been exposed to it. Of course, it was marketed through the casual game portals--and while it may be a simple enough game to work in that environment, it's a strategy game as its core, and quite possibly someplace like the Manifesto site is a better environment for it.

In general, it's been an intense weekend, with not a lot of sleep for our core team, but it's nice to look up at the end of it and say, yeah, things don't suck, and they're getting better.

In general, thanks to everyone who posted in the forums with bug reports and suggestions; thanks to the brave souls who persisted to the point of actually buying games during this rocky initiation; and thanks to everyone who's stopped by, for your interest and support.

The Revolution has a long way to go, but we're on the move.

Ramification's picture

Well, I like it! [Ed. please

Well, I like it!

[Ed. please kindly append a reply title field for the talkback instead of throwing a summary of first line; thanks in advance.]

I think that it been a good idea to allow unregistered members to download.
As it goes, communal involvement not be for everyone.
And even a constant customer may have started by being one who merely come, browse via demo d/l what catch their interest, then purchase and go about their business and so repeat.
So, inorder to catch this elusive fly in the first place, you need not be a pesk and bother them with registration until they be wishing to make a purchase, at such a time they will voluntarily register.

The site does look to be in a dandy condition and well catering.
The crew done an amazing job at lifting it and adressing the issues people point.
It be nice being able to still keep about the blog socializing as well.
"Stories 'round the campfire with Greg."

On account of bandwidth, I do not think it be wrong to fear.
If a commercial release you carry end to become a popular one then your fears may be exceeded by a very surreal nightmare.
Thus far, I presume that most of the downloaders be those from the indie community who been following your advancement or otherwise acquintances.
At future milestones, when you breach onto the more broader public, as you seek to, then it would not take more than couple high-profile games with a hefty download to get some nice hype at the gaming circles/casual circles/press&media to buckle you down, so anticipating the end spectrum, at least down the road, be not such a bad idea.

As the old intelligence business saying goes: prepare for the worst, hope for the best.

Overall you've erected a rather nice and orginized operation here.
Here's a first toast to hope and 'meet' again in five years and see a substantial growth and success.
___________
Black Sky
We'll breach the 2D game engine conventions yet!

Thanks... Actually, I'm not

Thanks... Actually, I'm not worried about our servers buckling under the load of demo downloads: they're almost all hosted by Amazon S3, which stores files across multiple servers and has a huge infrastructure that should handle just about any load we might throw at them. More, it's a matter of financial cost. The unlockable demo for Disciples 2 is a full gig, for example; it costs us about 20 cents when you download it. If we have too low a conversion rate into purchasing customers, well, we could easily lose money on the game. Mind you, that's an extreme case--a 50 meg installer only costs us a cent per download. But you get the idea.

Ramification's picture

Well, it be a given that as

Well, it be a given that as the operation proceeds, executive decisions need be made and *ahem* extra fat which does not excuse itself will need be downsized as to not weight the body down.
(I've been learning microsoft spinning & psuedo-intellectual babble 101.)

___________
Black Sky
We'll breach the 2D game engine conventions yet!

Ramification's picture

Ops, double post by mistake.

Ops, double post by mistake. :S
Delete button?

So...pimp Oasis while at it. :)
Give some explanation on what you've found appealing in its design.

hi, cool site, I'm intrigued

hi, cool site, I'm intrigued by what it is all about though...

Might be good to have a short summary somewhere prominent.