State of Play #11
This State of Play offers further updates regarding the way we’re thinking at the moment, what we’re working on now, and EGXRezzed 2014.
Before anything else, a quick note about EGXRezzed 2014: Whilst we’re not exhibiting (watch this space in a year’s time!), we are still attending, and will be there both Saturday and Sunday.
If you’d like to chat about any of our games, plans, or game development in general, feel free to stop us and say hi – we’ll be resplendent in our super-stylish Diado Gaming t-shirts, and are always happy to talk! You might even get a limited edition postcard as well, but you didn’t hear that from me. We’ll also be socialising on Saturday evening, if anyone wants a more relaxed chat over a beer.
Current Thinking – An Update
In the last State of Play I wrote about a decision we had made to try and make Diado Gaming more financially viable by changing the type of games we produce. Whilst we definitely don’t write games just to make money (I do it because it’s something I enjoy a huge amount – nothing more, nothing less.), we do need to make at least some money be able to continue writing games.
At the time I thought that this meant two things: Write smaller, faster to market games; Write a few games that weren’t particularly innovative or creative, but relied on well-tested mechanics and gameplay designs. To that end we started work on, and vaguely announced, Ascent.
Ascent was a match-three game with an RPG element tacked on. The RPG side of things was pretty fun, but there wasn’t anything particularly innovative about the game. In complete honesty, Ascent’s whole design was built around making money. That made it a pretty poor game. Not only that, but it was a game that I found it incredibly hard to invest myself in. I didn’t enjoy working on it. I didn’t enjoy talking about it. I wasn’t proud of it in any way. It was the polar opposite of my vision for Diado Gaming, and smacked of an attitude in the gaming industry that I loath. Sure, Ascent didn’t push IAPs, didn’t spam adverts or guilt trip you into rating it 5 stars on an app store – it was a traditional, one-off-purchase game. But it still wasn’t what I started Diado Gaming to produce.
With all of that in mind, we have cancelled development of Ascent. It will never see the light of day as a Diado Gaming title.
Onwards and Upwards
So where does that leave us? Well, we’ve made a commitment to both ourselves and the people who play our games to only produce games that we’re passionate about. Games that we can get excited about and enjoy working on. Games that make us proud.
We’ve been working on a new game that we are really passionate about. We’re not ready to tell you a huge amount about it yet (we’ve been working on the engine that will underpin it for the past couple of months), but we’re making good progress. It’s called Less Than Three, and is a game about saving relationships. We’ll tell you more about it real soon, promise!
Once we’ve completed Less Than Three, we have another great game planned – an abstract game that will mess with your mind and make you scream in frustration. We’re really, really looking forward to working on that one! Then a cool beat-based game that we’ve been prototyping, which will hopefully see us teaming up with some awesome external talent. After that we’ll take stock and see where we’re at, potentially resuming full-time development on the currently paused Equaliser – it’s such a fun game that it would be a shame if it didn’t manage to fly the nest of Diado Gaming servers!
So, as you can tell, we have absolutely loads planned going forward. We’re really positive and excited about it all – 2014 is going to be an amazing year!