More that.. ya know.. I want to understand d-uhm.. what's going on and an why d-uhm.. People uhh.. Ya know , are not uhhh .. why uhhh... not everyone loves Neverending Nightmares.
First off, totally off the direct topic at hand, I quoted you exactly as you spoke to point out that this, this right here, really destroys your image as a professional game developer. Indie or not, when you are stammering, stuck or "umm,. uhh.. ya know"ing it through a video it says " I didn't bother to prepare for this, it wasn't worth the time and investment". or "I don't know what I'm doing here". Neither are a good image to portray, and it is doing you and your staff/team a HUGE disservice.
That said, to use something of a metaphor, your "Diamond" of a game concept is getting flack for a vast number of tiny "flaws" that cumulatively create a low quality gemstone. To the untrained eye, a diamond is still a diamond and so seems to be worth just as much as any other stone. But to anyone familiar with the stone, with jewelry and quality (I.e. anyone who regularly buys, sells or has an interest in gemstones) it is obvious where all the flaws end up.
Add to that your game falls into an odd place within the industry. It is being compared not only to other projects on Kickstarter/Indiegogo, but also to the industry as a whole. Or to continue the previous metaphor, you're being judged by craft fair patrons and high end boutiques shoppers.
Now I am going to mostly break down only a few specifics of what I mean that are in relation to this video and not detail EVERY chip, scrape and flaw in your diamond. In time, if I have the time, I may pop back in and reply to other video's you have done recently to expand on it.
Things to consider and keep in mind: the amount of content in a game, as opposed to the amount of time it takes to finish a game, are not interchangeable. Don't base metrics like this side by side. I know it is easy to do, for the sake of comparison, but it ends up giving others a chance to destroy any point you are trying to make by simply saying what you are comparing are apples to oranges (and so render it moot). In that regard, I will say there are few (if any) truly comparable games that would sit well next to NeN. This in itself is a good thing, what you created is fairly unique.
Still, consumers are going to compare your product to other games. Unfairly, for sure, but it is still going to happen. I think that is where you'll see my metaphor starts to make some sense.
WHen I look at NeN i also have to consider ANY other game kickstarted and both the quality, complexity, visual style, content, length, sound, gameplay and overall final product. I then am also going to look at the initial development pricetag. Your game raised over $100,000 to be developed. The game costs about $15 on steam to purchase when there are no sales going on. Comparing those numbers to other kickstarter campaigns that shot for the same, or significantly lower funding, and then looking at games at the $15 price point, you may start to see what the consumer sees. When we look at quality of investment, we need to feel like for whatever we are buying into, the final product is worth what we invested in it. If we could have spent the same amount of money on a much more satisfying, worthy game, it makes your game fall under an even more powerful microscope of scrutiny.
I myself have invested in numerous campaigns on Kickstarter, your included. I invested $35 for the game and early access. I did so because I felt strongly about the potential for the game and how great it could be. I will state I am ASSUMING many other investors did the same, with a lot of high expectations and hopes for the final game. Seeing the final result, and trying to break down investment vs payout, is where we start to stutter and stumble.
Now I could list a number of projects that are still as yet to be released, but shot for a much lower kickstarter budget, have similar size staffs(or less) and even their pre-alpha demo's show off a game more befitting an invested $15. But since the games are not yet out, I won't as that's not a fair comparison.
Instead I'll compare it to one of the games you cited several times in this video, and that I have played through thoroughly 'Gone Home'.
Gone home sits at $20 on Steam regular price, so it is $5 higher than your game. My playthrough of the game, which I will admit was thorough and fairly exhaustive (but I did miss a few things I discovered later) tanked in at about 5 hours. If I were to do a speed run through it a second time to at least see the aspects I missed the first time through, it would likely add another 30-45 minutes to that. You are correct, it takes place in a single house, not the largest space in terms of content when looking at the square footage/real estate of the thing.
And yes there are numerous objects within the house that you could interact with, much like many of the objects in Among The Sleep when you explore the house early in the game. Some of them, like a pencil, a empty shoebox, etc etc are fairly inocuous and not core to the story or the gameplay. You cited the SNES cartridge though, and thats where I think you are missing out on the point of that object and many like it.
The game itself had the need to establish a setting for the story, and by including the vhs tapes, music, vinyl albums, books, old phones, vcr's and laser disc players, CRT televisions and classic pictures and game paraphenalia, it was not only going to get folk to wax nostalgic, but it was a method to immerse the player into the game world and make it feel REAL and alive and solid. Even if the main story didn't require you to pick up the SNES game, the face it was there and could be inspected, and was rendered front to back fairly authentically, made the world feel more complete and believable, but also was a hint at details of the daughter (whose room you find it in) and what she was like. There are also notes and bits of story thsat revolve around the game you are holding, so it helps tie things together as you progress. This kind of nuance, sadly, is missing through your game.
NeN doesn't have a game world that feels like an actual space. And having a "real" world doesn't necessarily require 3d graphics. It is the cumulative weight of having a living breathing space that feels like it is more than a static picture. Gamers have gotten used to the ability to pick up, view, examine, move and interact in SOME way since we got to the dawn of adventure games. The fact games from the 80's where it was mostly text and VERY little visual representation, could feel like real world spaces because there was so much to look at , pick up, and interact with will have an effect on how people see your game (because it lacks that element almost entirely). When I played through the game, the fact I was only able to interact with a few objects, a number of paintings, a bunch of windows (few of which had any real pay off) and little else meant the game felt highly restrictive and BOUND. It was more akin to riding a coaster through the fun house instead of being given carte blanche to explore it on foot and really step into the settings.
This is looking at interaction specifically. If the world doesn't feel like something I can interact with, but rather just a space I can move THROUGH, there is a level of immersion that is lost. Lack of interaction is a ding on the diamond, but so is a loss of immersion, and sadly, so is the feeling that what you bought isn't worth what you invested into it (this ding can get much more noticeable if it is grown by additional details across the entire game).
Looking at content is to look at both the time it takes to play the game to its initial ending, but also to look at actions and choices/interactions the player has through the game. as an example, it is easily to say a 2 hour game has 2 hours of content, but if those 2 hours were 95% FMV's and 5% gameplay, the actual "game content" is not accurately reflected. Not to say NeN is nothing but FMV's lol far from it!
With NeN we have about 2 hours to go through the initial game and it's content (I realize there is additional content in getting additional endings, but realistically most games aren't judged by all of the side content or easter egg/bonus level stuff as core content (though it can be listed often times for reviewers to be succinct). Of that content, even you cite that if you eliminated the "walking" in the game, there would be very little left to view as gameplay. With Gone Home there is a significant amount of content. The game has cassette tapes to listen to, numerous notes and slips of paper to read through, messages to listen to, etc etc, I won't say the game itself is chock full of "content" but there is a significant amount to find, read, listen to and interact with and as such gain an understanding of the characters, the family, and the story you are piecing together. If you look at Among The Sleep you will find there are all kinds of details and clues, many written out in what seems like scribbles, that actually add up to the whole of the story as you proceed. I will admit I only have reference for the main story and the topmost ending as my concept for NeN's story, but I also rarely felt like there was much within the environments, or even the brief conversations, that added and fleshed out the story beyond it's bare core elements. And I will say that I am an empath and a writer/artist so I am fairly skilled at looking at both iconography AND sub-text. I didn't see a lot to flesh out the themes in the game, so I doubt most gamers saw ANYTHING at all when they played it.
So then it begs the question: what if the content you add to the game is entirely invisible to the majority of your audience?
We saw this with Gone Home for sure, it got panned by a lot of players and listed as "not a game" because many who played it didn't see or acknowledge the content that was there. Is this the case with NeN? Can you cite what was in the game (specifically) that helped to bring about a broader sense of characterization, plot, motivation, theme, etc etc? And I'll ask, cite what is in the game, NOT in the endings?
Finally we have the quality of the content. With other games, including the vanishing of Ethan Carter, you may end up with little more than a small town and a few puzzles, but they are buried in a lush realistc ll designed environment that players will feel is a joy to explore and partake of. I will admit I have played in games where it's just a chance to look at eye candy, and though it is a bit superficial, eye candy IS a detail in games that both adds to immersion, adds to a sense of getting your $5 bucks worth, and makes a game feel generally polished and well build. I would say that the game you created has a certain charm. Many (if not all) critics like the Ed Gorey style art and don't fault you for it. I too really like it. But beyond the initial charm and appreciation for that art style, it is hard to really weight in and say that the effort to draw and render all the assets in the game is equivelant to say, the vanishing of ethan carter, gone home, among the sleep , or most other games. And again, it's not necessarily a 2d vs 3d thing entirely (though people do generally appreciate 3d more). I think it's the fact you did the character as a sort of stick-figure animated style where the character is drawn and then warped/puppeted into the different positions to simulate standing/walking/running and the same is done for many of the enemies, with alternate heads and limbs done for certain actions. Compare this to say full on cell animation where you create whole sprite routines for a character, and you'll see a significant different in the quality and presentation of the game.
When I look at old animation like this:
https://www.youtube.com/watch?v=4502MXkb-Dc and then look at what you achieved, it makes me sad. If your game had more of the qualities of this than it does, where it used a fluid animation style for all characters, i think it would shine a lot more. And this example doesn't even have complex backgrounds, highly detailed and animated figures or the like. WHat you achieved is serviceable, but not spectacular. And that seems to carry to a lot of the games assets: they are good, but they rarely were elevated to greatness. In many ways this gives the overall game a lack of investment and polish, like you made it but were not really loving making it. It rarely feels like something you invested 20 hour s a day, blood sweat and tears on. It feels more like you manufactured it.
Much like what i cited about how your videos come off. Much like looking at the official NeN website which is little more than a trailer and a few reference links.
This is my opinion, of course, but it is something to consider. How do you think consumers, gamers, the general public is going to value you and your team, your game, when they see the website, these videos, the trailer, and even the demo of the game and it's style? Does it scream 'high quality well polished masterpiece" ? Does it scream "worth $15" ?
Things to consider, not necessarily questions that need answers.