The introduction of the new progression system has been incredibly well received by the community. With recent changes to the game’s ecosystem, namely halving the cost of every character, has that changed at all? We also gave away a sizeable part of the game for free, with the Eternal Soldier campaign, as well as introducing the ticket system and the Mission of the Week to allow them to invite friends to give those free to play gamers more freedom and options to explore the Raiders of the Broken Planet world and decide if they want to invest more on it. But our business model is based on offering premium content for a very reasonable price – 9.99€/£/$ per campaign. We have included them mainly to acquire cosmetic character skins that don’t affect the player’s performance in the game. Microtransactions are part of most videogames nowadays. Microtransactions are currently a hot-button issue within the industry from an independent developer’s perspective, just how much has their implementation impacted the project? For example, could the ticket system (which allows players to join friends on premium missions they haven’t purchased) exist in their absence? We can say that Raiders of the Broken Planet is a better game now thanks to them. We are in contact with players every day, interacting with them on Twitter, Facebook, the official forums or in Discord, and the advice they offer is absolutely brilliant. The best part of the radical redesign that accompanied the third campaign’s launch was a direct answer to the fans’ feedback, potentiating what they liked and getting rid of what they didn’t. Just how important are players and critics in shaping a game under continued development?Ĭommunity feedback is the base of the game’s evolution. That not only involves launching new campaigns, characters, weapons and skins on a regular basis, but also adjusting the game to your community’s tastes, constantly tweaking and rebalancing characters and missions as they get affected by the new content we add to Raiders of the Broken Planet.Īs Raiders’ continued support has illustrated, you take feedback from the community very seriously. In order to keep the community engaged, you need to update the game regularly. Raiders of the Broken Planet is an ongoing game, an evolving project. It’s not only important - it’s essential. How important is it for Raiders to keep evolving over time? Whilst the team have been active in optimising the game for storefronts (rebranding the free starter campaign, releasing bundles), they’ve been even more committed to in-game updates. Depending on your honest answer to those questions, then you can properly judge the real risk you are entering into… We felt confident that we could make something exceptional that people would be interested in, despite the risks. However, can you imagine, Indiana Jones running from danger instead of facing it? What a boring movie Raiders would have been! Maybe the first - and right - question to answer is how confident are you in your own ideas and how capable do you think you are in making those ideas happen. Risk is like fear: Most people in the industry want to move away from it and that is a perfectly reasonable action to take. This is the team’s first independent venture - one with a large budget (relatively speaking) and plenty of eccentricities - do you feel like you're taking a bit of a risk? Sci-fi is a quite fertile ground for the imagination and allows you to mix concepts that wouldn’t necessarily work in any other setting. Influences in videogames can be found in Street Fighter in terms of character design, and Perfect Dark - the game that inspired the Antagonist Mode in Raiders of the Broken Planet.įrom the beginning, we have aspired to achieve a very distinct and unique style, with iconic and exaggerated characters in a world that catches the player’s eye with stunning and memorable scenes. The same can be said of Mangas like Gunnm or Akira. Kow Yokoyama’s work on 2000AD is a huge inspiration, as well as Jamie Hewlett & Alan Martin’s Tank Girl. Raiders of the Broken Planet’s art direction drinks from quite diverse sources, from Manga and Anime to North American comic books. Films like Serenity, the Seven Samurai, Mad Max or The Wild Bunch had some weight on the game’s story and background, for example - antiheroes of questionable morality rising up against injustice. We drew inspiration from many different sources when designing Raiders of the Broken Planet, and many of them come from outside the videogames industry. What elements served as the inspiration behind Raiders of the Broken Planet?
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