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Indie supporter, entertainer, voice work, and die hard gamer...contact for business inquiries.

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Before I get into the topic of the blog let me give a little background so there is some validity to my opinion. I have been gaming 30 plus years (since the Atari 800 & DOS days) and the last 3 years have been committed solely to EA/indie games. I have covered many EA games on my YouTube channel and written articles for N4G.com as well. This is not to brag but just set some context for where I'm coming from.

I have notice in the last year many EA games are arriving on Steam (some from Indiedb) that are severely broken and lacking in content. Immediately they are hammered with negative comments/reviews and from this point it becomes an uphill battle. It's as if the current trend is to get on Steam as quick as possible even if the game is lacking in any real content and is plagued with major bugs. Let's do a comparison and contrast of two similar games so we can get to the heart of this blog.

Let's look at the Steam release approach of Black Death and Gloria Victis. Two games set in the medieval times with a focus on PvE and PvP. Black Death arrived on the scene with much hype touting an original idea (the plague) coupled with some great visuals on the UE4. People were expecting great things based on the trailers, footage, and the fact it was on the UE4. The Black Death arrives on steam and well it suffers quickly from a "black death." There were major connectivity issues, performance issues, features didn't work and the list goes on...basically the game was unplayable. The negative reviews quickly poured in and the it's been an uphill battle ever since. The Black Death's teams response...well basically they indicated they were a small team and only tested it with a small amount of people...sorry.

Now looks at Gloria Victis and the dev teams approach to early access. Similar genre medieval setting with PvP and PvE elements but on the Unity engine. The team decides to hold off on a Steam EA release and instead works on the game for last couple of years funding it through a self created website/community. They use this as their testing grounds, a way to get feedback, make adjustments, and fund their project. Fast forward to today and the game has made major progress and server stress tests are a regular occurrence. They are set to release on Steam next month as an EA title but on solid ground. Why? Well they started with a small but dedicated community, took feedback, ironed out the bugs, received funding, and worked through the issues. Being "under the radar" the negative issues did not become as it would have had it been on Steam....damage control done right.

Now I am not implying one team is better than the other but I am using these two examples to bring to the forefront a trend I am seeing. To many EA games are arriving on Steam untested and severely broken. First impressions are everything and starting off on the right foot can mean the difference between success or failure for a small indie team.

Should more small indie teams use the Gloria Victis model? Create a website, promote through social media, build a small but dedicated fan base, get feedback, tweak, tweak again, test, squash bugs, update game, test, test again, all the while receiving funding/backers along the way. Then when you are feeling confident that proper testing, adjustments, etc. have been done then release on Steam as EA....

What do you think?

I the last couple of years I have been supporting Indie teams here on Indiedb with videos, articles, events, etc. and I am now offering them something new- ShakesVoice

retro microphone

Having the ability to narrate videos (i.e. tutorials, trailers, update videos, etc.) or/and add character voices might not be your favorite thing to do and can be quite costly if you outsource. But you still want/need good quality, someone that is accessible, and who can meet your needs.

While I have been doing voice work for the last year (i.e. Vostok Games, Copybugpaste) I have decided to take it to the next level. If you are in need of voice work and you just don't know where to turn or maybe you just can't afford the high costs of a professional voice agency then maybe this could meet your needs.

While I do have "standard rates" I am open to discussions about alternative arrangements for those who are unable to provide monetary compensation.

More details can be found on my website ShakesVoice.com to include voice samples from studios I have worked with. Please feel free to send me an email at ShakesVoice@shakesvoice.com or/and add me on SKYPE- "ShakesPub"

shakesvoice1


Having played Survarium off and on now for several months I have enjoyed watching the game mature and develop. As with any early access game there are going to be hiccups, adjustments, setbacks, and achievements. With the latest update the games matchmaking system is working really well and rounds feel balanced, intense, and most of all fun!

More... Shakespub.net

Homebrew Vehicle Sandbox is set to come out November 14, 2014 on Steam. I have had the opportunity to try out the Steam version (still will be updated before release) and I am having a blast. They have added a couple new parts and features to include a camera/monitor system that is not only very creative but incredibly fun as well.

See video here...

Shakespub.net

Kingdom Come Deliverance alpha has just released on Steam. While the current alpha level is fairly limited the visuals and level of detail are very impressive.

Shakespub.net

Ever have the conversation with your gaming buddies that started out with this question- “Hey if you were going to make a game what you make?” Normally what followed is crazy ideas that sounded really fun but not realistic in today’s gaming scene. One of the ideas that would have fit in that scenario is multiplayer where you could be a Great White shark and take on scuba divers. Multiplayer carnage Great Whites vs Scuba Divers….never going to happen right?

Shakespub.net

Gold Ghillie & Gold Camouflaged…goodbye killcam!!

Shakespub.net

Project Reality has been a fairly successful mod for Battlefield 2 making it’s debut in July of 2004. The intent was to take a retail game that has a solid foundation and increasing the realism level to compliment the game engine.

More here... Shakespub.net

Alright it’s 1985 (yeah I’m an old fart) and I’m sitting in my advanced programing class working on my final. We had to create a game that would not only be played/tested by our teacher but classmates as well. Now I was not your typical computer geek...Shakespub.net

Although not normally into hunting sims I was convinced to try the demo... Shakespub.net