… Aaaannd we’back!

Aug 292014
 
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We’ve been back from Gamescom for a week now and it was a blast. Of course I was a little anxious as to what the gamers’ reaction would be. As I said in the previous post, up to now Ghost of a Tale was just a couple of pretty screenshots. And from one day to the next it became something real that players were experiencing first hand (even though it was just a demo).

Here are a couple of pictures of the convention (including a nifty paper Tilo created by Paul and a group of fans who wanted their picture taken with the poster!):

Gamescom montage

In a sense it was trial by fire. Usually when studios or publishers introduce a new game it happens behind closed doors for a hand-picked group of journalists and the demo is carefully conducted by a developer who only shows the game under its best profile. We did the exact opposite.

We put the controller in people’s hands and said “Go ahead, try it!”. It was a little nerve-wracking at first but it quickly proved to be an exhilarating experience for us (and the players seemed to have a grand time too!). So I am personally reassured that Ghost of a Tale will probably turn out to be a pretty good game! :)

I also want to thank Stephane for organizing the logistics of our presence at Gamescom, David for coming up with the idea of the Tilo costume (and wearing it despite the heat!), Cyrille for his help both programming-wise and on the booth, Jeremiah for his kick-ass soundtrack and finally Paul without whom GoaT’s gameplay and story would not be what they are today.

Above ground

The media coverage was quite extensive and we had articles on many websites (RPGWatch, PCGamer, IGN, Rock-Paper-Shotgun, Gamekult, GameInformer, Destructoid, IndieHangover and many more in many different languages). And that doesn’t even include quite a few threads on various forums like Reddit and Neogaf, interviews by German media and the mentions in a bunch of podcasts and on Youtube.

Basically for a lot of people Ghost of a Tale completely came out of the blue. A lot of them noticed the game during Microsoft’s press conference and went online to find out more about it (and watch the full trailer). So a big thank you to Microsoft for that!

Tilo finds a skeleton

As to anyone wondering what’s the deal with Microsoft: they simply heard of the game and decided they also wanted to see it released on their new console. So they sent us development kits free of charge along with the means to pay for the port of the game. And that’s it. So Ghost of a Tale remains at its core an indie PC game which is also going to be released on Xbox One thanks to Microsoft’s help.

As a side-note I found German gamers to be very polite and thoughtful! Which made for an extra-nice overall experience. We had a lot of people playing the game and on average the demo itself was about 15 to 20mn long. Although some people spent almost 45mn to do everything and Cyrille holds the speedrun record of 2:38 !

Thanks again to all of you who continue to follow the game’s development. And keep sending us good vibes, they are very much appreciated! :)

Cheers,

Seith

  14 Responses to “… Aaaannd we’back!”

  1. It seems that you had a very good and rewarding time at Gamescom. And the game is shaping up really well as well.

    • the size of the event really astounded me, and I think Seith was really encouraged to see that people were REALLY interested in the game :)

  2. So great to hear you had a good time at Gamescom, and that Ghost of a Tale is coming along so nicely! The trailer makes my mouth water, at least :) I still would love to see it running on Linux, too, maybe something for the calmer time after the initial release. Testers will be there, I’m sure 😉

    Keep up the great work, and thanks for all the information you are giving us about the progress of the game!

    • I think Seith really, really enjoyed Gamescom. After working alone for so long, it must have been really satisfying for him to see people enjoy GoaT!

      As you probably already know, if the PC/Xbox versions are well-received, Linux a possibility (the Unity game engine exports to Linux). We’re hopin’ 😉

  3. I was really glad to read many positive reactions to your gamescom presence. The show really helped to spread the word about the game.

    • hey Christophe, yes I think Gamescom helped quite a lot to bring GoaT to people’s attention. Over the two weeks bracketing the show, this website had about 13,000 extra visitors, and of course the bump in press coverage is really welcome!

  4. That’s fantastic it was so well received – it makes the waiting even harder though!

  5. Now someone tell Sony to do the same. 😉

    • yeah, come on Sony! It would be awesome to have GoaT across the board on the PC-XBox-PS4-Linux-Apple 😉

  6. Hey Seith, its me again!
    Unfortunately I wasn’t able to play the Demo, but I’m happy that it caused such a positive Feedback :)
    Still looking forward for more.

    • hiya Bijan, based on a chat I had with Seith, hopefully people will get the chance to play a GoaT demo before the full game is released 😀

  7. Dude, this is awesome news, glad to hear it went so well! Are you guys thinking of bringing to UK’s EGX? I felt like a proud parent seeing your game on the Gamescom conference. “See, I backed that!”

    Hope for the best.

    • Terrific! Attending EGX 2015 (I think it is around September) would be a blast! Regrettably though -because I’d happily tour with GOAT forever (it’s hectic but fun!)- I don’t think that Seith will have the time or budget to cover Europe twice in 2015. I think we’ll be lucky if he can stretch to Gamescom 2015 (because it is close to his home in France), and one conference in the US. But I’m just speculating, Seith probably won’t make his mind up for sure until well into next year.

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