Welcome to this new development update! So much work accomplished since the previous update. So many long hours and concerted efforts to get the game closer to our goal.
Along the way my graphics card died on me! So I got one of the newly released Nvidia beasts as a replacement. Alas my computer is not top of the line anymore and it doesn’t allow the card to fully showcase its power (both CPU and motherboard are the bottlenecks). As a result my frame rate on GoaT is stuck between 60 and 70fps when I know it should be much higher.
Anyway, you’re not interested in my technical woes because you read the title of this post and it says “BETA TESTING HAS BEGUN”! Yay! And as you can see we only use the most discriminating professional testers… 😉
More seriously though, we’re currently testing the pre-release on a bunch of different rigs, squashing bugs left and right. For the first time in a long while people who’ve never played the game got to experience it at last!
And before you ask: yes, this is a closed beta process. We will add more testers in the coming weeks and although we do appreciate everyone’s willingness to help we’ve got testing covered for now! If you are among the next (small) wave of testers then we will get in touch with you soon.
The entire process has been an eye-opener though and we’ve already got some quite astute notes. But I’m very happy to report we haven’t heard anything of a nature to make us doubt the validity of the entire experience! Whew! 😉
What we’ve got in spades are insights into what some players expect, or may take for granted. If you’ll allow me to digress here: When I was working on movies we did what’s called “test-screenings”, after which producers would come back to us (the crew) and make us change A LOT of things, sometimes putting into question the foundations of the project.
I always disliked those periods. Not because of the feedback itself (it often had merit) but because it meant our leaders (the studio) didn’t make the right decisions in the first place. Sometimes even though we were telling them there were issues.
To be fair, creating a piece of entertainment is always difficult because it has to be communicated clearly. You need to make sure your intended audience “gets it”. Although it can sometimes lead to a certain amount of pandering. Or on the opposite end you can get obtuse experiences with a mightily cerebral message, which does not appeal to me either (at least as far as games are concerned). Finding the right balance always is a difficult act.
But it’s exciting watching players put two and two together and as a result wanting to learn more about the world they explore. Which is why I don’t want to reveal too much about the story or even some game mechanics.
But I must say the game has gotten much richer and deeper than I would ever have anticipated. When I started development 3 years ago (how time flies) I thought GoaT would amount to a moderately nice-looking romp involving hitting enemies until they went down. Period. And boy did it turn out to be so much more!
Anyway, there are still many bugs to fix before we can officially launch the (public) pre-release so I’ll go back to work now!
Barring any unforeseen catastrophe you guys should be able to put your hands on the early access version of Ghost of a Tale in… “not too long”. Meanwhile, thank you for your patience. It shall eventually get rewarded… 🙂