Monday, November 13, 2006
Interview With Amanda Fitch, Indie RPG and Casual Game Designer
This month, I interviewed Amanda Fitch, the author of the hit indie RPG, Aveyond, and founder / owner of Amaranth Games.Aveyond (now re-christened "Aveyond I: Rhen's Quest") appeared at the beginning of the year with little fanfare (at least from what I could tell), but found itself popular with both fans of “old-school” console role-playing games of the Super Nintendo era, but also with a brand new audience. In particular, female gamers of all ages have become involved in the story of Rhen, a young farm girl with a mysterious past and a fateful destiny. Because of its success amongst "casual" gamers, this fantasy RPG has managed to occupy top-ten positions for several weeks on major casual portals, something normally reserved for match-three style puzzle games like Bejewelled.
I asked Amanda to share some of her thoughts on indie game design and development, how she got involved in the business, and the two new games that are currently under development. In particular, I got some tidbits about the soon-to-be-released Grimm’s Hatchery, a casual game that may appeal to fans of Aveyond, and the upcoming sequel to Aveyond, entitled Aveyond II: Ean’s Quest.
---== The Past ==---
Rampant Coyote: So how did you end up becoming an indie game developer? And why Role-Playing Games (RPGs)?
Amanda: I wanted to play a game like Kings Quest VI, but I found out that game companies weren't making these sorts of games anymore. I rolled up my sleeves and decided to make the game that I wanted to play. After I finished my first game, Gaea Fallen, I wanted to play an RPG like Final Fantasy VI, but alas, I had the same problem. No one seemed to be making them anymore. So I made Ahriman's Prophecy. Both games were freeware and Ahriman's Prophecy was popular enough for me to consider making games for a living.
Rampant Coyote: Game development is a fairly male-dominated industry. Has that been an issue with you at all as an active member of the indie game development community? Or have you found it advantageous to bring a different perspective or stand out as one of the few female indie game developers? Or does it even matter?
Amanda: The guys have been really cool and very supportive. I do think that I tend to look at games at a different angle than most of them. I look at the story, art, and music first, and then worry about the underbelly of whatever I'm making. I don't care if the ground shakes when my characters jumps up or down; I'm much more interested in their social interactions with each other.
Rampant Coyote: What games have you played that you would consider your biggest influences, if any?Amanda: Kings Quest and Final Fantasy are my hands-down favorites.
Rampant Coyote: Ahriman's Prophecy was your first role-playing game, to my knowledge. At least the first one you finished and released to the public. In many ways, it sounds like it was practice or a "dry run" for Aveyond. What sort of lessons did Ahriman's Prophecy teach you?
Amanda: I used Ahriman's Prophecy to learn how to present a game to the public and market. I practiced uploading it to sites, and learned a lot about software submission. I also created two versions. The second one was much better than the first.
Rampant Coyote: What did you change in the second version of Ahriman's Prophecy to make it better?
Amanada: I recreated the battle system, all of the menus, and made much better maps.
Rampant Coyote: How much time did it take to complete Ahriman's Prophecy? How about Aveyond?
Amanda: Ahriman's Prophecy took 1 year and Aveyond took 1 1/2 years.
Rampant Coyote: Aveyond was your first commercial game. I'm not privy to your sales numbers, but by most indicators you really hit one out of the park on your first try. Aveyond has not only made it onto several major portals, but has also spent some significant time on their top-ten lists - a place usually held by match-three style games. You have a large number of affiliates, and a healthy community at your site. To what do you attribute your success, and what is it going to take to maintain it?
Amanda: Lots of marketing, a good, long story, and a niche with no competition. I offered something different and it made a splash. Now, I need to figure out how to turn a splash into a tidal wave. :D
Rampant Coyote: Aveyond has been described as a "casual RPG." Was that your intention when you started working on it, or did it just evolve that way?
Amanda: When I started working on it, I didn't know that the indie game market had fragmented into casual and non-casual. Most of the casual games looked cute and light-hearted, so I figured Aveyond would fit right in.
Rampant Coyote: Now that Aveyond has been out for a year or so, what sort of lessons are you taking from it to apply to future games? Is there anything you wish you'd done differently?
Amanda: I wish I had marketed earlier and not made so many changes later on. I was constantly updating the game from January to July and some updates were drastic. In the future, I'm only going to make bug fixes to games that I've already released. If new features are added, they will be part of a goodie pack that players can download from my site. I also didn't have a professional logo for the game until April. I should have done that before the game ever went live.Rampant Coyote: You've used some pretty high-end toolkits for creating your games - specifically RPG Maker for your two RPGs. Some people get a little funny about that. On the one hand, some people treat it as if it's somehow cheating - that it is both overly constricting and somehow "too easy." Yet there are very few finished games out there using these engines, let alone polished, commercial-quality games of the quality and scope of Aveyond. So what does it really take to create a polished, commercial-quality game using a higher-level engine? If it's much harder than it sounds, is a higher-level engine even useful?
Amanda: I knew that when I released Aveyond that I was stepping into the briar patch. I was very worried about how the development community would feel about my approach. I repeated to myself over and over again that my goal was not to please developers, but to please players.
I also wanted to break the ice and bring attention to Game Creation Systems. I don't think they are The wave of the future, but I think they are A wave in the future. If game creation systems continue to gain popularity, this could be a bit threatening to some developers who like to program everything from the ground up. It would be a bummer to find out that the artist next door made the same match-3 that you did in a fraction of the time with better art, eh?
Actually, there are loads of games that have been completed with Game Creation Systems! The problem is that most of these game makers only show off the games on freeware sites (Game Hippo) or in the communities devoted to the Game Creation Systems. For example, if you go to the Adventure Game Studio site, you will see that there is a huge list of finished games.
Many Game Creation Systems stink, and you will probably never see anything completed with them. The easiest way to find out if a Game Creation System is good is to check out its community. RPG Maker XP, Game Maker, Adventure Game Studio have huge active communities. It's a shame that most of the people who have created amazing games with these systems are afraid to sell what they make or step forward. This is changing, however. In fact, a commercial game was just finished with Adventure Game Studio, and the second indie shareware game is on the way. I also know that indie developers have made shareware games with Game Maker. Too cool!
My guestimate is that 97% of projects never make it to completion with the good Game Creation Systems. This may sound alarming, but it isn't since 97% of all indie game projects fail anyways.
Hey, here's a fun Q&A:
Q. What hugely popular commercial RPG series was build with a 3D game
creation system?
A. Elder Scrolls!
Q. What is the name of this game creation system?
A. Gambryo!
Q. How much is Gambryo?
A. More than most of use make in two years!
Rampant Coyote: Are there any little secrets in Aveyond that most people never discover that you'd like to share?
Amanda: The cash cow, secret portal stones, and lots of other hidden goodies that players probably won't find unless they go to Amaranth Games and find them in the section called “Goodies.”
---== The Present ==---
Rampant Coyote: So, tell us about your next game! Don't spare the gory details!
Amanda: The next game is called Grimm's Hatchery, and it involves caring, breeding, and selling of magical pets. This isn't an RPG, but the game takes place in Candar, a village in the Aveyond universe. I'm also working on Aveyond II: Ean's Quest, which I seriously think is going to blow Aveyond I: Rhen's Quest away.
Rampant Coyote: With the success of Aveyond, and players hungry for more, why did you decide to make a casual game before moving on to the next RPG of the series?
Amanda: I needed a break from RPGs, I wanted to work on a short 5-month project, and I wanted to draw more casual gamers into my world of Aveyond. The conversion rate for Aveyond is very high, and I think a lot of players haven't played this sort of game because it is completely new to them. I hope that Grimm's Hatchery will help me convert more of these players. I want them to fall in love with the characters in Grimm's Hatchery (a traditional casual game), and feel brave enough to try out Aveyond II so that they can experience their favorite characters again.
Rampant Coyote: Do you think the new game will appeal to fans of Aveyond?Amanda: Oh yes! It's just a bit lighter than Aveyond. There are lots of quests around the village, so there's quite a bit to do besides raising pets and chasing off monsters. I think Adventure lovers are especially going to love this game. Like King's Quest and Monkey Island, each area has a beautifully rendered 2D background, and you can use your mouse to explore each area in the village, just like you would in your typical adventure game.
Rampant Coyote: When should we expect to be able to play the new game?
Amanda: Grimm's Hatchery will be released to the players on my site around December 15th and to the rest of the world on January 11th. Aveyond II: Ean's Quest will be released next September.
Rampant Coyote: It sounds like the original Aveyond is getting a name change. Sort of like how Raiders of the Lost Ark is now "Indiana Jones and the Raiders of the Lost Ark." Do you have plans to re-release it with the name change?
Amanda: Yep, I've already re-released it on my site. I figured that I needed a way for people to distinguish between the two games. This is it for big game changes in the future. :)
Rampant Coyote: I understand Grimm's Hatchery is being made with the Torque Game Builder (TGB). How do you like working with TGB? How does it compare to working with RPG Maker XP?
Amanda: I like it! Both game creation systems have rich scripting systems, and both are great for the type of games they are intended to make.
RPG Maker XP has the best editor for making RPGs period. I've been seriously spoiled by it, and I've not yet found anything that compares. Torque Game Builder is great for the casual game that I'm making (Hatchery). I'm glad that I didn't try to use RPG Maker XP to make Grimm's Hatchery, and I'm crazy glad that I didn't try and use Torque to make Aveyond.
Rampant Coyote: So once Grimm’s Hatchery is released, you will be back to work on Aveyond II: Ean’s Quest. Can you talk about it at all at this point?
Amanda: Sure! Here's a quick overview:
Ean (m) and Iya (f) are two young elves who live in a far away place called the Vale. One day, Ean wakes up to find that Iya, his best friend is mysteriously missing and that no one remembers who she is. Not only that, but a very strange thing has occurred... snow has fallen in the Vale. Ean sets out on a quest to find his missing friend; a quest that will take him away from his beloved home to the mainland below. And on his quest, Ean will find that dear Iya has been swept away by the Snow Queen, and that her heart is slowly turning to ice. Ean must save his friend and Iya must learn to control her wild powers that the Snow Queen desires for herself. The fate of Ean and Iya are the key to defeating the Snow Queen's terrible plot to cover the world in ice.
Rampant Coyote: So how do you approach game design? What goes into a design document for an Amaranth game? Do you involve others in the design process?
Amanda: At this point, I'm the only one in the design process, but when I get suggestions from those I work with, I tend to implement them. To begin, I write the story, then I decide how many quests that the game needs to have, what areas need to be in the game, and then I fill the rest in as if I was writing a novel... layer by layer by layer.
Rampant Coyote: A lot of the older mainstream games, particularly RPGs and adventure games - were the work of very small teams, and were often designed by a single designer. In fact, the name of their designers were in some ways a brand for those games, and a lot of people felt that the tiny design and development team allowed the creators to inject a lot of their own personality into their games. Do you feel that is the case with your own games? Is there anything you could point to - or that has been pointed out to you by friends - that seems to be "signature Amanda Fitch?"
Amanda: Absolutely! I love being devious to my characters in a light-hearted way. For example, in Aveyond, militant squirrels are out to rule the world, and you can join them and follow the Way of the Nut. Of course, no matter what you do for the militant squirrel commander, he will always find a reason to whip you.
Rampant Coyote: What makes a great RPG?
Amanda: For me, a good story, lots of quests, lots of villages, and loot!
Rampant Coyote: What games are you playing right now (if any)?
Amanda: Drats! I've been caught... Er, none at the moment. I've cut myself off from everything until I finish Grimm's Hatchery.
Rampant Coyote: Are there any other indie games out there in the market right now that you are particularly interested in or admire?
Amanda: Cute Knight!
Rampant Coyote: Me too! I’m really hoping her fans will talk her into making a sequel! So, is there anything else you'd like to add?
Amanda: Thank you so much for this interview! If anyone wants to keep up-to-date on the progress of Grimm's Hatchery, my new super-secret Amaranthia Kingdom web project (sssshhh!), or Aveyond II: Ean's Quest, please check out my designer journal, which I update every week: http://www.amaranthia.com/journal
Rampant Coyote: Awesome. Thank you, Amanda, for taking the time out to do this interview. I hope this hasn’t impacted the release date of Grimm’s Hatchery! :)
(Vaguely) related Tales:
· Interview with Scorpia
· Interview with Mike Rubin (Vespers 3D, 3D Interactive Fiction)
· Aveyond!
· Aveyond 2.0 Released!
· Tales from the Road: Cute Knight
· Pre-Teen Game Designer Poised To Take Over the World
· The Evolution of Computer RPGs
· Torque News
Labels: Adventure Games, Aveyond, casual games, Interviews, Roleplaying Games, Torque
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*makes notes of questions to put in for RC's interview once Apocolypse Cow is finished*
I'm glad to hear more about the sequel to Aveyond. The storyline is quite a bit like the original Snow Queen fairytale, but I'm sure Amanda has twists and turns to add her own special touch!
I'm glad to hear more about the sequel to Aveyond. The storyline is quite a bit like the original Snow Queen fairytale, but I'm sure Amanda has twists and turns to add her own special touch!
Hmmm... yeah, you are right. I remember the story now!
It's a good hook, and not a well-known fairy-tale. Isn't it Russian? Regardless, I'm anxious to see how it turns out...
*settles in for a wait*
It's a good hook, and not a well-known fairy-tale. Isn't it Russian? Regardless, I'm anxious to see how it turns out...
*settles in for a wait*
Well, if people enjoy 'em, I'll keep trying to do 'em.
I may have one lined up for next month now. I won't say who it's with, but it probably won't be a huge surprise for you.
I may have one lined up for next month now. I won't say who it's with, but it probably won't be a huge surprise for you.
(from amanda)
Yep, one of the things that I love to do is find less-known fables and fairytales and blend them into my games. :)
Yep, one of the things that I love to do is find less-known fables and fairytales and blend them into my games. :)
Well, my wife was getting on my case, because in her opinion (she's a storyteller), it's a very POPULAR fairy tale.
She actually told that one a year or so back at a library. I'd never heard it before, so I was fascinated.
I think borrowing from these stories - part of our cultural heritage (we may be familiar with a variation of the story even if we are unaware of the oriignal) - is a very powerful way to theme a game.
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She actually told that one a year or so back at a library. I'd never heard it before, so I was fascinated.
I think borrowing from these stories - part of our cultural heritage (we may be familiar with a variation of the story even if we are unaware of the oriignal) - is a very powerful way to theme a game.
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