Ancient Domains Of Mystery (ADOM)

Thoughts on commercial ADOM variant

March 31st, 2008 · 44 Comments

I would like to get some input: Recently I was addressed by someone who works in the game business for some major companies and was pondering commercial venues for games like ADOM. We discussed various options and among the things he proposed were things like “high value packaged” ADOM versions (e.g. with cloth maps and layouted and expanded manual) for a yet-to-determine amount of money.

Since that discussion I have been wondering if such an idea would be of any interest to the ADOM community. Or if there are other things that might be valuable enough for you to be willing to pay for them.

To prevent misunderstandings: Such ideas and discussions have no influence on the further development of ADOM or JADE (ok, particularly interesting ideas might speed up further development, although I doubt it) and there are no plans of whatever kind for commercial-only versions, etc.

This guy simply approached me and got me wondering if a games category like roguelike games have any commercial potential. So no flames please, I’m just curious. And no rumor mill starting with this either - it’s not worth it ;-)

Categories: ADOMTags: · ·

44 responses so far ↓

  • 1 labria // Mar 31, 2008 at 5:03 am

    Well, if it would have a better manual and some bonus features, I would gladly pay for adom.

  • 2 Sumguy21 // Mar 31, 2008 at 5:13 am

    I’d say go for it! I’d definitely love to see roguelikes get into the more mainstream commercial area.

  • 3 hanenashi // Mar 31, 2008 at 5:16 am

    If ADOM or JADE is released as a commercial game I’ll buy it whatever the price is (well almost?-). But that will be more to say *thanks* to TB than wanting shiny boxes (they got dusty), huge manuals (nothing can beat Andy’s Guidebook anyway) or whatever will come with it.

  • 4 kaos_war_monk // Mar 31, 2008 at 6:19 am

    Hi,

    Whilst the long converted would fork out money for ADOM/JADE paraphernalia you would probably have difficulty with the wider gaming community in my opinion.

    Roguelike players I think like the free cross platform/open source (except ADOM of course) nature of the genre so might be difficult to woo if they have to pay for something they already enjoy for free.

    Most non-roguelike players would not see beyond the ascii display. I’ve found you really have to sit someone down over a period of time and show them the depth of game play and re-playability to get them interested in trying it. I can’t see peeps picking them up off the shelf if they’ve not had previous exposure.

    So if your aim is to sell to the existing ADOM community then you’d probably have a small but successful run. I don’t think there’d be much of a market outside that community.

    Now if you could team up with a graphics team and produce a game that had the randomized world creation and game play of ADOM but is played out in 3D a la Oblivion you’d probably make a pretty penny.

    More realistically your other avenue could also be top down tiled view for mobile phones or other portable devices. As I said most people are put off by the ascii display. If you pitch it at mobiles people already have the lowered expectation than when compared to console or PC graphics. You can then get away with 2D tiles and great game play to drag people in.

    Sorry for rambling, no idea if any of the above helps. I should really be working!

    Cheers,
    -KWM

  • 5 Thanuir // Mar 31, 2008 at 6:20 am

    The ransom model employd by an rpg designer Greg Stolze is interesting and might very well work.

    The idea is that Stolze says he will design a supplement for a game if people give a certain sum of money. Any given person could donate as much as he or she wants. When total equals the pre-defined amount of money, Stolze creates the supplement and releases it as a free PDF.

    I think a similar model would work well for ADOM/JADE, as the product is already available for free and there are dedicated fans.

  • 6 Epythic // Mar 31, 2008 at 8:36 am

    What Thanuir says sounds reasonable. But keep in mind that there is already an ADOM Guidebook, and someone may write a JADOM Guidebook for free. Who knows?

    What you have to keep in mind with these “high-value packaged versions” is that they must not provide hints and stuff that make the game unfair for those who get the game for free. Making the game easier for BEGINNERS is ok, though.

    Free as in freedom or as in free beer?

  • 7 kage // Mar 31, 2008 at 8:38 am

    One of the things that bothers me is that most gamers won’t give adom a chance because of the graphics and I feel they are missing out on what I believe to be one of the best games ever made.

    I would like to ADOM packaged in a way that would apeal to the more main stream, although I worry that it may get lost in translation.

  • 8 m_bowwarrior // Mar 31, 2008 at 9:34 am

    http://www.adom.de/forums/showthread.php?t=151
    you can said things here in the forum.

  • 9 Dagwood // Mar 31, 2008 at 9:59 am

    I think I’d shell out 20 bucks or so for such a version of adom.

    What I really don’t understand is why there have been no investors interested in creating a version with pretty graphics and sound.

    Such a game would really have the potential to get a lot more people hooked. Permanent death just needs the right marketing.

    Anyway, if I ever win the lotto…

  • 10 OldCastro // Mar 31, 2008 at 11:09 am

    There are plenty of options you could try.

    What do you get in the way of donations? I know the guys behind Dwarf Fortress make a fair bit from donations alone. You could formalise the process and make ADOM donation-ware. Maybe not *force* people to pay something for it, but bring up a donation screen on the download page, for example.

    I like the idea of premium editions, but it depends on how much you’re willing to invest in the material up front. A cloth map needs to be designed, a manual needs to be formatted etc. If you can find somewhere that’ll create, say, a cloth map on demand (so you don’t have a thousand of them sitting in your garage), then that might be something to try. I don’t know much about that.

    You could also try out some merchandising options. Maybe get some T-shirt designs together and put them up on CafePress. You could hold a community design comp and pay a percentage to the winning designer. This isn’t about ADOM per se, but it’s one way you could bring in some money.

    Another option could be to make the payer feel special. You could give them priority beta access, a special area on the forum for feedback and ideas, extra content, and so on.

    I hope you don’t discount the idea of making money just because you’re making something that doesn’t have graphics or you feel that roguelikes are too niche. I think if you can foster a small community, then you have a market ready to go. Check out Kevin Kelly’s recent ‘1000 True Fans’ piece for more insight on this: http://www.kk.org/thetechnium/archives/2008/03/1000_true_fans.php

    OC

  • 11 Ithillion // Mar 31, 2008 at 12:21 pm

    Being a keen player of ADOM over the past few years (not as much for the last year, until about a month ago), I reckon that I would pay for several things. (If it were an ADOM-interface based game that is of course.) First thing, i would like expansion packs potentially available from the original makers. Second, i would want the potential for player created Mods (not neccisarily containing items however those would have to be based on pre-created mods from the maker).

    The other thing i would pay for is the concept of an expandible world, so what do you do if you complete ADOM (e.g.)… you play the next mod which is accommodating for someone who is say a level 60 dwarven paladin….

    I’d also potentially pay for some of the other rogue-likes re-written to an ADOM interface (as i feel that it is superior :) ).

  • 12 Block // Mar 31, 2008 at 12:37 pm

    The thing is, roguelike games don’t have enough appeal to be bought at first. Only when you’ve played the game for a time to understand how good it is you would buy it.(Like when i first played ADOM it was just to try it because it looked so weird. Nowadays I love ADOM.). Of course you could try to correct this with demoversions but than you could have problems because “Roguelike demo” has even less appeal than just “Roguelike game”(I sure as hell wouldn’t have ever had tried ADOM if it would have been a demo or a trial).

  • 13 johnno // Mar 31, 2008 at 10:34 pm

    (For what it’s worth, I’m Tannis on the forums).

    I would be willing to buy a deluxe version of ADOM that game with an illustrated manual, nice maps, interesting tidbits. I think that would be a lot of fun.

    On the other hand, I think the market for that would be really small. I think the only possible way to appeal to a large market with ADOM would be to sell a version that could be played on portable devices like black berries. My two cents.

  • 14 dental_floss // Apr 1, 2008 at 2:18 am

    I’ll bet you could hold star-sign selection, bug fix package, minitaur maze redesign and maybe an additional dungeon “ransom” for 500euro if you wanted to.

  • 15 lumensimus // Apr 1, 2008 at 6:20 am

    I’d certainly buy it. Very retro-Ultima/Infocom as game ideas go. Extra points if it included a collectible IBM Guild Manual :)

  • 16 tjeerdje // Apr 1, 2008 at 8:16 am

    I wonder how much profit can be made, when commercially selling ADOM versions. The market for roquelikes is not that big. If you would modify a RL to look like WOW or pokemon. It would appeal to more people but they are not used to the dead is dead rule of RL’s.
    So you need a creative solution for that.

    I personally like the genre, but ppl in my company (we do game design for digital TV). Are more WOW and EVE types.

  • 17 varoennauraa // Apr 1, 2008 at 2:18 pm

    Funny you mention pokemon. Pokemon Mystery Dungeon for Nintendo DS is a roguelike, and surprisingly good too. And its sequel in japan sold half a million copies in a week.

    And if pokemon are too cute for a manly adventurer, then there is a “proper” roguelike game, for DS again, that I’m anxiously waiting(I have always dreamt of a very good portable RL): Shiren the Wanderer. I’m not sure if its good, but it has, quite promisingly, gained poor reviews, mostly because you die(to dead:) in it.

  • 18 Thanuir // Apr 1, 2008 at 5:49 pm

    Epythic; Free as in a PDF download on Stolze’s home page with nothing aside from internet connection required to find it. I was thinking something along with what dental_floss suggested: A better, improved ADOM that is ransomed for some price. Once people have given sufficient cash, the game is released or designed.

    This only works if there is a threat of the game not happening otherwise. Given the donations already in place, I think mister Biskup has at least something of an inclination about the amounts of money that could be earned via the ransom method.

    For what it is worth, I don’t think trying to popularise ADOM will do any good. It is superb at what it does and ought to stick to that.

  • 19 DarkSaber // Apr 2, 2008 at 12:54 pm

    Greetings to ALL ADOM hardcore explorers…
    Usually i preffer to stay in shadows , but … to pay for ADOM i will only if it take a Online-Multiplayer route .
    ADOM is special an keep it special…
    I think its time to *HOLLY CREATOR* to find some team of good programers+designers+testers+fans to make some huge than ever .
    Lets digs deepers in dungeons fellows … *raise a holly pick axe*

  • 20 TromboneAndrew // Apr 2, 2008 at 1:06 pm

    I’d like to remind those who don’t think roguelike games can sell that Diablo is a roguelike. Minus the randomly generated maps, so was X-Com, if anyone remembers that game. There are others.

    But all the comnmercially successful ones had good graphics for the time. And good sound. And a very well designed, efficient user interface.

    In my opinion, adding little extra “perks” like cloth maps will only work if the game itself is good, as a way for people to go out and buy the game they like with some extra cool stuff that they can’t get by pirating.

  • 21 Tribune // Apr 2, 2008 at 3:53 pm

    I pay low attention to comments, maybe someone has already posted something similar with what I’m going to say, but…

    Thomas, it would be much better to have some serious game development company to receive your support in making a version of ADoM with 3D graphics. It would be sold platinum, no doubt.

    I know you’ve expressed doubts in this before, but what about graphic interface with no change to the engine? It’s nothing except putting on a polish to the Masterpiece, but it will augment the commercial value of the project.

    Feel free to contact me if you have any questions.

  • 22 Plausible // Apr 2, 2008 at 4:19 pm

    Perhaps a dressed up edition of ADOM/JADE would sell better in a regular (or virtual) bookstore than in a computer games shop? I can imagine book-reading types being more attracted to a fancy manual and an ASCII game than photorealistic action gamers. Pardon the stereotypes. But this might work better for JADE than ADOM if JADE promises a scope that is a good deal broader than hack’n’slash.

    I don’t care for non-digital manuals or maps myself but a stuffed toy or keychain or USB key in the shape of an ‘r’ with whiskers or ‘d’ with pointy ears could be funny :) As was mentioned before though, you’d best have some idea of the market size in advance, or produce them +-piece-wise.

    Glad to hear you don’t plan commercial-only forks or modules; I think that would fracture things. Maybe put a tagline of what you’re currently working on beneath the Donations button? Kind of like a soft ransom system. Of course you say so in the blog, but a simple tagline à la “Donate… for town generation algorithms!” might be cool.

  • 23 DarrenGrey // Apr 2, 2008 at 7:07 pm

    To be perfectly honest I don’t see how this would be commercially viable. A few of us seasoned fans would be quite willing to buy any version of ADOM, but newcomers aren’t going to give it a second glance. ADOM is extremely hard to pick up and then do well in, requiring years to master - there’s nothing in it to attract anyone straight away.

    Some ideas though:

    -Mouse and menu support. I got used to roguelike controls through Hack on the Amiga, and I would never have had any success without accessing commands through the menu bar - far easier to see what key does what through it than ADOM’s hugely bloated key list. Would also like to see this implemented in JADE to be honest…

    -Extra classes, races, locations and monsters and the ability to choose starsigns (to tempt current players into paying for something extra). Also implement features from ADOM Sage. Nothing too extraordinary, so it’d be easy enough to code, but giving that little extra to make us willing to fork out for it.

    -Wizard mode. The ability to start off an invincible or highly buffed up character so that players can explore easier would make the game less frustrating for new players trying to get to grips with everything. Once they get used to the game they can start off proper restricted characters and start enjoying the game properly. Same would go for optional savescumming. These must be chosen at character creation and won’t result in a high score listing.

    -Minor bugfixes over the current version and properly thorough bug-testing before release. Every ADOM release has had some bugs, and if it’s commercial it should be very solid upon release. You don’t want to be trapped into feeling like you have to constantly patch the commercial release when you should be working on JADE.

    -Graphical effects. Little touches like screen flashing red on low health, white flashes on criticals, or everything turning slightly greener when sickened. Maybe even, dare I say, tiles along the likes of Chocobo Dungeon, as has been suggested. I have no interest in these, but they may be things to catch the eyes of new players.

    As for how you’d release and distribute it… well, that’s the tricky one. I’d say there should be a basic release, preferably for PCs and portable devices, and a collector’s edition with the cloth maps etc (at a high mark-up price of course). The basic version might fetch 30-40 Euros and the special version 50-80E (depending on production costs etc).

  • 24 Tim // Apr 2, 2008 at 7:35 pm

    I completely agree with kaos_war_monk. I also believe that a mobile phone ADOM game would be fantastic. Especially with the prospects of JADE, it would not be at all diffcicult with the right team working on it to convert it to a mobile phone friendly game. Perhaps there would have to be slightly fewer controls, or have to access a lot through a menu, but otherwise it would work. That’s the beauty of Java.

    I would definitely pay for an ADOM variation or JADE. But as KWM said, non-roguelike consumers would fail to see the initial value of a game from pictures of ASCII graphics. Which you can’t blame them really.

  • 25 paan // Apr 3, 2008 at 11:06 am

    I think feelies are good, but not commercially feasible for a small community like ADOM’s. First there is the issue of the number of the fanbase it self, unless you can find someone to print the clothmaps for you in small amounts, otherwise printers usually work in bulks. And then the isssue of how many from the fanbase woulod actually buy it. Since physical stuff like feelies has to be shipped, I myself is in Malaysia, shipping alone will cost more than the game. And I think there are a lot more fans from other parts of the world.

    Just my 2cents.

  • 26 5318008 // Apr 4, 2008 at 12:54 am

    I think you should make a STRIPPED-DOWN version of ADOM so I can play it on my mobile phone :)

  • 27 Elenar // Apr 4, 2008 at 9:30 am

    Hi. I registered just to reply to this post.
    I’d like you to be aware of some things. It was expected that roguelikes will catch commercial attention, sooner or later, due to growing popularity. Comercial interest has one purpose: making money. If roguelikes start to go commercial way and they are succesful, it means other ‘money seeking’ people will start to make them, with the sole purpose of making money. This means reduced quality and blow to the roguelikes, because wheter you ignore them or not they will affect the community. Growing popularity has it’s drawbacks: first, people who seek attention will start to me them, later people who make money. ‘Heart made’ roguelikes will start to disappear in flood of these newcomings. These things happen in every area of life, computer games, movies, music etc. That’s why in time you observe they reduced quality.

  • 28 Elenar // Apr 4, 2008 at 9:36 am

    Typo:
    ..will start to *make* them..

  • 29 smigbob // Apr 7, 2008 at 12:22 am

    I agree with 5318008, except not stripped down. I have Oblivion on my phone, and play it tons. But nowhere near as much as I play ADOM on my PC…

    And I would pay dearly to play ADOM on my phone.

  • 30 5318008 // Apr 8, 2008 at 3:39 am

    Good point. I’ll add that I would also be happy to pay for a version of ADOM I could play on my mobile phone.
    To clarify though, I guess I mean stripped down in the sense of a version of the game that plays well on a mobile phone, keeping in mind input restrictions and screen size etc.

  • 31 Newmooon // Apr 11, 2008 at 3:52 pm

    I will pay for ADOM sure, but I don’t think that Rouguelike games would have much success.
    I love adom but I’ll never start playing an other Rougue like game (such as Dwarf Fortress) because RL are not really simple to play. I play ADOm and I’ll play JADE only because I know your work is great.

  • 32 varoennauraa // Apr 19, 2008 at 9:34 am

    Now that Shiren is coming to Wii too!
    ADOM FTW(for the WiiWare)!!! …Or Jade…Or Wide :P

  • 33 cody // Apr 30, 2008 at 10:59 pm

    To echo what others have said…

    I’d pay oh, up to $200 or so gleefully for a “collectors edition” package. For things it could include…some mix of: A printed spoiler, a good map, a pewter figurine, an ADOM T-shirt, a miniature replica of some famous ADOM weapon, a poster, a laminated membership card in the Drakalor Chain Guild of Adventurers, a keychain, a plush version of a famous ADOM monster… You get the idea. So yeah, would I pay an outrageous amount of money for a box of ADOM goodies? Sure. I might even buy two. :)

    I suspect, however, that the market for these things is pretty small. I’d love it. A fair number of other ADOM fans would love it. And…that’s probably it. I’m afraid the mass market isn’t there, and the cooler the box of goodies (and thus the more expensive it’d have to be) the less interest you’ll see outside the core ADOM fan base I fear.

    As for going the other way, I’d be a lot less interested in just a boxed copy of ADOM without any goodies. I’d probably still buy one, but again I’m not sure it’d have any mass market appeal. In order to do that, you’d need fancy graphics and a slick (and stripped down) interface, I fear.

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  • 35 Jan Hyde // Jun 21, 2008 at 2:05 am

    Your only market for those things are existing players. I’ve been playing for years but would not be interested in cloth maps etc.

    I would pay for the same game updated graphically. It might be a hard sell for non-roguelike players.

    When I’m a multi millionaire (I’m behind schedule) I’ll gladly pay you to finish Jade.

  • 36 Stofax // Jul 5, 2008 at 10:11 am

    If you are truly thinking of making adom commercial, you must first decide what direction YOU want it to end at. I think that creating a version of jade that could be played as a true MMO but still retain the depth of gameplay that you have created would be a huge hit. You would have to revamp the graphics (as so many have suggested) to make it more palatable to the masses and revamp a few miner things, (like allowing for multiplayer groups to be formed and things like that) but i feel that you have created the closest thing to D&D that ANY non-paper gaming format has come up with to date. When you take things like the Infinite Deungon into the mix, (along with the great quests and maybe PvP with groups roaming the maps…etc etc etc) you can avoid the boring repetition that you find in games like W.O.W.
    I say if you are really thinking of doing this stick with your strong suit. Detail. Make the game huge, and give a REAL D&D feel.

  • 37 Lumbago // Sep 17, 2008 at 7:15 pm

    I miss feelies.

    cloth maps, “magic” stones, travel brochures…

    Infocom had the right idea. Now, do I think you could make a mint selling ADOM? No. No I don’t. Could you cover the cost of materials? If you’re looking to put ADOM on store shelves, then probably not. But as a mail-order via website produced on demand sort of thing, yeah. Heck, you could buy a silk-screening setup and make your own maps, and printing spiral bound manuals isn’t all that costly.

    The average gamer doesn’t get ADOM. Heck, the average gamer seems to prefer Oblivion to Morrowwind. Pretty sells more than quality. ADOM isn’t pretty (Although, I find that it’s the most aesthetically pleasing roguelike) and so it won’t sell. But for those people who already understand the pleasure that can be gotten when all the man-hours spent on a project went towards content and gameplay, as opposed to bump-mapping and lighting effects, well, I’m sure we’d all be happy to shell out the bucks for the feelies.

  • 38 cheesecakejedi // Nov 22, 2008 at 12:41 am

    Really, I’d pay anything (and I mean $40+) just to get a non-buggy, complete game of ADOM. I mean, 1.1.1 is nice, but really, it lacks any real polish. The thing is, if you go the commercial route, or at least, a semi-commercial route, you’d at least get enough money to make the game completely playable. Cause, for people like me, who know nothing about the open source nature of the game, all we want is an enjoyable experience.

  • 39 Omnivorous // Nov 22, 2008 at 8:41 pm

    Well, the reality is that the non-commercial variant of ADOM already exist and is perfected and LOVED in a wide spectre of computer-gamers.

    To get it into the commercial gaming-business the fact is that it doesn’t need more of what it already got; Doesn’t need a better manual, doesn’t need bigger enviroments etc. It needs something completely different. And we all know what this is, graphics.
    If a game could be created that kept all of the depth found in ADOM but at the same time had a clean, effective 3d-engine with good-looking effects, it would be probably be a great success.

    A really fun idea I thought of the other day, was to use some cheap hardware and modifying ADOM into a more arcadish-version. A 8-direction joystick and 10-15 buttons with a 1, and 2 button that would switch functions on these 10-15 buttons (so there would be up to 30 different functions)
    A public ADOM arcade machine would just be so nice :D Battle against locals for highscores etc;) Another great thing would be to make a highscore-list community. Where you could create a highscore list on the net and invite your own friends, and then you could update your own scores into this list on the internet :)

  • 40 Doalag // Dec 28, 2008 at 1:37 am

    I played quite a lot of Mystery Dungeon: Shiren the Sorcerer on the DS and I’d say that it’s a great Roguelike game.

    It’s not in fact a new game but it’s a port for a series started in 1995 on the SNES then continue with a second game in the series released on the Nintendo 64.

    The first has been released on the Gameboy then on the DS. The second has been released on the DS. And a third has been released on the Wii.

    All that release was Japan only and what’s new about this series is that it has been released in USA and even in Europe with some localization.

    I have also read that the 2 with released in USA on the DS, not sure for other non Japan release.

    I’ll put another post to explain a bit it’s gameplay and how it is Roguelike.

    About Roguelike there’s also Pokemon Dungeon Mistery. I played a bit of it and it didn’t cough me, I think the Pokemon license made it success or it becomes much better later in the game.

    But there another series, quite Roguelike too, still on DS, it’s the Izuna series. At first it appeared to me too easy but as game progress the difficulty rise and I found it quite attaching too even if objectively not as great than Shiren. But a second game in the series has already been released including in USA.

  • 41 Doalag // Dec 28, 2008 at 2:05 am

    About the gameplay of of Mystery Dungeon: Shiren the Sorcerer on the DS.
    It is definitely a Roguelike, if you character die he lost all his money, levels and items it carry and restart at the beginning. And you can save only when you quit the game and unlike in ADOM it’s not possible to cheat and make yourself a backup. Ha well that’s perhaps possible but not for any common gamer. Like in Roguelike there’s a lot of random to generate different gameplay at each session. It is also inventory based and fully turn based exactly as Roguelike. It’s gameplay is quite complex and random but when compared to Random it is probably less deep and certainly less random. But clearly this game is coming from Roguelike with stuff like monsters house or planty objects like pick axes, complex traps managements, cursed items and so on.

    But on that base of Roguelike there’s a shift to standard Roguelike design that I find extremely good and clearly that’s an approach that make the game more friendly for most players. It keeps the rude rule of you character die it’s for real and add to it many persistence aspects.

    There are many little stories that evolve as the game progress and if you die they aren’t reset to start and even most if not all require your character die to make progress the story.

    The stories can evolve up to points that trigger new resources that also won’t be lost when you die. That resources can be new important items that start to be available by drop, new shops, new storehouse, new companion (that can be helpful or deadly for your character if a monster level up by killing them), and so on.

    There are also some storehouse where you can put a limited number of objects that you won’t lost when you die but you still lost all objects you carry so all you use.

    And there is a complex mechanism to allow you upgrade weapons and armors. So if you keep upgraded stuff in storehouse and continue upgrade it at each death you get a feeling of persistence that counter balance the lost at the last death.

    Later in the game there are also special jars that allow tu put an item in it and have transfered to a storehouse. So if you have such item and see your death coming you can try save your great weapon or armor you are using.

    About the more friendly approach, beside the persistent elements, you have much more story stuff and all is with cute graphics instead of ASCII. Also the game is more designed to have a rising difficulty. That means that a new player go further much faster. But the inconvenient is that the first areas has less random to let the player learn master them faster and even are a bit easy. So they fall in some feeling of repetition sooner but the balance is that when you really master those are and all the tricks they involve you can go through them quite faster.

    The real weak point of this game is a lack of auto walk well implemented like in ADOM. In Shiren you continue until contact, that can lead you quite fast to death and it’s a constant ugly temptation to use it anyway until you get a death because of it then you only have to hate yourself. :-)

  • 42 Doalag // Dec 28, 2008 at 2:17 am

    I forgot, another very different approach than in Roguelike like ADOM is that there’s a lot of in game help and hints, I mean hints that common player can undertsand. :-)

    Also there is only few features that haven’t a common logic easy to remember, when in ADOM form some stuff I never succeed rememeber them exactly and constantly had to look back in the guide. But in Shiren there are also some features and tricks very difficult to find by yourself. But not only when in ADOM it’s mainly only that from me point of view.

  • 43 Doalag // Dec 28, 2008 at 2:46 am

    From Japan charts November, quote Shiren 2 is 4th, for the month, 45k units sold. And that’s just one month and to top selling sold only two times more.

    Imagine an ADOM port or remake selling 40 000 units per month! Woo! :-D

    Titre Support Ventes Total
    1. Kirby Super Star Ultra DS 97.000 363.000
    2. Way of the Samurai 3 PS3 81.000 81.000
    3. Enchanted Folk and the School of Wizardry DS 72.000 72.000
    4. Mystery Dungeon : Shiren the Wanderer 2 DS 45.000 45.000
    5. Resistance 2 PS3 34.000 34.000
    6. DS Nishimura Kyôtarô Suspense 2 Shin Tantei Series DS 33.000 33.000
    7. Mega Man Star Force 3 Black Ace DS 33.000 33.000
    8. Rhythm Heaven DS 30.000 1.159.000
    9. Wagamama Fashion DS 30.000 183.000
    10. Pokémon Platinum

  • 44 pwd // Jan 23, 2009 at 5:22 am

    I wouldn’t go for a collector’s edition myself. I throw out packaging of games and prefer to download them than to have disks.
    I think selling some version of the game for for download for €5 would be better. The x-com games are for sale for that on steam and I think they probably sell well enough.
    I think good reviews and hearsay would get people to try it at that sort of price even if the ascii interface would be offputting.
    Graphics would be the most obvious feature to add to a commercial version, though depending on how they were done they might not add anything at all to the game. With no graphics it appeals to the imagination a great deal - graphics might dampen that if they were suitable and done well.
    A version for a mobile platform has already been suggested. I think the psp or ds would be better platforms personally. I’d happily pay for a download of adom or jade for the psp anyway.

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