We are using online events (like PAX Online) to get in touch with content creators and media and pitch the game. Now, our goal is to expand and attract more players to the game at launch. We’re already making an appearance in the media worldwide and we attracted some attention and positive feedback from the players, so we’ve broken the ice. This is also something that makes players suspicious, but we are walking the path of other MMOs which also start as standalone titles. Second of all, we are going to release the game in a client-only model, so the game (at least at launch) will not be available on Steam/EGS/GoG. First of all, it’s the F2P model – most players are super careful when it comes to microtransactions, so we are constantly explaining how this will work in Broken Ranks. There are also many issues that we have to face as far as the promotion of the game is concerned. We also hope that if the game has enough players outside Poland and becomes “a thing”, we will attract more attention from major websites. That is why we are trying to reach out to smaller streamers and more genre-focused media outlets as this type of undertaking has a bigger chance of success. Some of us were recruited from among our Taern players.įor a small, indie team, it is hard to promote the game in the mainstream games media. With time, it turned out that we also needed a project manager to tie it all together and let us better pursue our common goal – the release of Broken Ranks. They were gamedev rookies just like me, making their first footsteps into the world of electronic entertainment.Īfter our initial success, the team has been growing steadily, with more artists, more programmers, and more writers. A programmer, an artist, and a writer are all that you need to start an MMORPG adventure. Tomasz is our art mastermind while Gabriel is the word guy. The other two guys who have been working on the project from the start are Tomasz Lechowski and Gabriel Marczak. I jumped straight into the deep end and started making the MMORPG Pride of Taern, my first bigger game. I started Whitemoon in 2005 just after finishing my studies, so I didn't have an opportunity to work on any other projects. I studied Computer Science at the Wrocław University of Technology. I'm Krzysztof Danilewicz, the founder of Whitemoon.
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