Of Kickstarter & one thing I think game journalists should do

[In which I discuss that I like Kickstarter, point out some of the dangers implicit in the model, and urge journalists to publish links to developer's online stores ]

In a couple of months it will be 10 years since Divine Divinity was released, and as you can expect, we’ve been organizing a little side-project to celebrate the occasion. Part of my job in preparing for this, is delving into the archives of Larian.

It’s something I hadn’t done in quite a while, and I smiled a lot seeing old pictures, like for instance the ones from our old offices being flooded by Kirill, our brilliant but occasionally forgetful composer, who happened to take a bath ;)

The big flood of 2003 - at 03:00 am we get a call that Kirill stayed late in the office, and something went wrong ;)

Some memories remain sensitive though, and at some point I found myself getting all excited and upset again over something that happened more than 10 years ago.

Surprisingly, it made me think about Kickstarter, online stores and something I think every single game journalist should do.

Here’s the story…

What happened is that I listened to a  song I hadn’t heard in a long time. It was the startup music of The Lady, The Mage and The Knight (LMK), Larian’s first really big RPG that was never released. I was the lead programmer on that game, and probably listened to that particular song 10000 times over. Hearing Kirill’s composition again made me reflect on LMK’s development, and how the game eventually came to be cancelled.

I still remember vividly the day I had to tell the team that it was all over, despite some very heroic efforts on their part. The situation was that our publisher ran out of cash and owed us over several milestones. This in turn meant that we were up to our neck in debts, and in the end I had no choice other than abandoning development. Because the aftermath of said publisher’s demise was extremely messy, there was also no hope of salvaging the game, and we actually had to be careful that they didn’t drag us down with them completely.

I’d had some experience with a situation like this before, because I’d gone through it with another unannounced RPG, codenamed Unless. That one was signed with Atari, back in the Jaguar days, and it was cancelled when Atari jumped out of the game business all together, as a result of their merger with some company called JTS, a disk drive manufacturer of all things. That experience profoundly changed my views on disk drives btw.

Since my sole reason for being at that time was making these RPGs, you can imagine what the cancelling business did to me, and on occasion I still curse when I think of what could’ve been.

That Larian survived the cancellation of LMK was nothing short of a miracle, and it only happened because I was lucky enough to bump into a client who needed a lot of work-for-hire games, as in 20 of them.

LMK was to have everything Divine Divinity had, and more

The work was boring but it allowed us to pay off the debts and eventually lay the foundations for what became Divine Divinity. It’s fair to say that that game was built on the ashes of LMK, but it’s also fair to say that it didn’t do everything LMK was supposed to be doing.

Work for hire has its own problems , and since we used it to pay of debts and fund the initial development of a new RPG (i.e. Divine Divinity), we lost a lot of time on our path to growth (More on the perils of work-for-hire here)

Still, we got lucky this way, and in the decade or so that passed since LMK was cancelled, I’ve seen too many fellow studio founders who didn’t have such luck. When their games were cancelled for lack of funding, that usually meant the end of the road for them. Too often this also involved personal drama, as a lot of these guys often put all of their savings into these ventures. I did the same and I regularly thank lady fortune for steering me away from many potential personal ruin situations.

I’m sure a lot of gaming innovation was lost in these dramas, because some of these cancelled games really deserved to be made. In many cases, the reasons for games being cancelled were out of these guys control. The same was true for LMK and if there’s one game I think should’ve been made, then it’s that one – I remain convinced that it would’ve left a mark on the RPG genre.

Which brings me to Kickstarter and why I think it’s so cool.

Given the hype that existed around LMK at the time (I was told at some point it was in the top 5 of most anticipated games in Germany), it probably could’ve been saved by a microcredit platform like Kickstarter. For Larian, it would’ve meant years saved from doing stuff our talents were wasted on, and by now you’d probably talk about us like the guys who made this particular game.

But then again, maybe we would’ve screwed up in some other manner ;)

There are two big fears I have when it comes to Kickstarter. Given that they’re more or less obvious, I’m probably not the first to air them, but I’m writing them down here because I want to be able to refer to them in a later piece (this particular blog entry used to be a very long one, and I cut it up in several pieces)

The first is that there’s going to be a couple of high-profile failures leading to players potentially abandoning the idea of engaging in this type of very advanced pre-ordering of a game & its associated goodies

For instance, when I heard Wastelands 2 was only asking for 1MUS$ (900K+100K from the fpounder), my first reaction was that that was too low to make a RPG.  I’m guessing they’d get something like 150 months of work out of that, perhaps 200, which is the equivalent of around 12 to 16 people for one year. Maybe they’d get a bit more if the team would be really cheap (which I doubt) and they’d get a lot of interns, but it’d still be a low number for a RPG.

My fear was that when it was going to come out, players were going to be disappointed. Or alternatively, I reasoned they’d need a second round of funding, and perhaps fail at that. But since they went way beyond that and got to the level of funding with which you can make a decent modern RPG, that risk is now lower, so they’ll only have themselves to blame if the game turns out bad.

Inevitably however, one of these very hyped Kickstarter games is going to be a flop, and I’m not sure what the reactions are going to be when that happens. Nor am I sure what the reactions are going to be when these projects run very late or go over budget.

We’ve often seen that the higher the hype is, the deeper the fall afterwards if the game doesn’t deliver (except for Diablo 3 I guess, man am I disappointed by that one).

My second fear is that the platform will become oversaturated.

The media attention will fade once the novelty wears off, and this might mean that it’ll become very hard to get noticed on Kickstarter. Developers will need to do a lot of PR & marketing to get some attention, and the smaller developers will have a hard time at that, even if their creation might mean the next revolution in gaming.

I’m not sure if some of the bigger games on Kickstarter would’ve managed on the merits of the platform alone, but I could be wrong in that.

In any case, the success stories I’ve seen, had some pretty interesting & clever PR/ marketing strategies applied. Not everybody will manage to replicate this, and in a certain twisted way, each successfully funded game that managed to get heavily hyped, makes it harder for the next one to use media in the same manner. Perhaps it’d be better if the platform grew naturally instead of getting these adrenaline shots, but perhaps the adrenaline shots are what was necessary to really make it grow. Time will tell.

To compensate for oversaturation, game developers might be tempted to put budgets on Kickstarter that are too low for what is really necessary, under the assumption that that’ll get them quicker access to cash, and that it’ll be easier to ask for more, once they have something more advanced to show.There’s a risk in there that that reinforces my first point, and I hope we won’t be seeing too much of that. But anybody telling you that making a modern game is cheap, is not telling the truth.It takes a lot of people, and these people need more than just food.

Continuing with the Wasteland 2 example, what I found extremely interesting and very clever, was how fast Inxile, the team behind Wasteland 2, tried to convert the attention they had on the platform into getting people to use their digital store. That shows real insight into the aftermath of getting the game funded & developed i.e. selling it at the highest possible margin, something tbh I fear a lot of Kickstarter developers are forgetting about, or at least not bothering with for the moment.

I’ve done some entries on generating revenue and improving the margin of a game on my blog already, but there’s no doubt that the best sale for a developer is one that goes directly through his online shop, not only commercially but also strategically.If you’re a developer, and you don’t have your online shop set up, I suggest you drop whatever you’re doing and make sure you have it set up asap.

The problem with these shops is of course getting players aware the shop exists in the first place, so making the Inxile shop more visible as part of the Kickstarter campaign was ingenious.

It ensures access to microcredit post the Kickstarter campaign in the form of preorders, and the more people who start using the shop, the more sales they’ll be able to do through that channel in the future. Inxile actually did quite a lot of other clever things, which lead to them tripling what they asked for, and I’m sure there’s plenty of write-ups on that already. It looked as some of it was scripted, but that’s ok as it was very well done. I hope they’ll make the game really good, because given the hype they managed to create, their success or failure is going to have an impact on other games on Kickstarter.

Now, this entry is getting quite long, but since I’m on the topic of developer digital stores, there’s one last point I’d like to make.

Imho, one of the best things to be done by journalists who say they carry gaming innovation in their hearts, is the advertising of how players can buy a game directly from a developer. It’s a simple thing for them to do, but it can make a very big difference.

To quantify this, here’s a quick approximative breakdown – a European digital sale of a 30€ game on a digital platform that takes 30% means the developer gets 17,01€ (56%) of the sales price (I took 19% VAT), as opposed to approximately 23€(76%) that he could make on his own store, taking transaction costs into account.

That’s a 20% difference, which means that for his next game, the developer’s team might be 20% bigger. Now 20% may not sound like a lot, but it is – there’s companies that move their entire offices to another country to get a 20% benefit.

I therefore believe that if gaming media people make it a habit to list the address of the developer’s online shop in their previews/reviews., it’ll be good for innovation in games, which in turn will be good for our gaming. (Larian’s shop btw is at www.larianvault.com :)  )

Players of course should then buy from these online shops given the choice, but I think there’s a large audience that’d be willing to do that. It’s in a players best interest after all. Inevitably, stimulating developer growth will lead to a world in which players will get better games that aren’t necessarily carbon copies of what’s been played before. There’ll also be a lot of junk, but that they get anyway, so no harm done there.

To end, I think Kickstarter is a fantastic thing and I’m sure that eventually mechanisms will evolve that take care of my concerns. I seriously regret it didn’t exist when we were developing LMK.  With it, and with direct digital sales, I think an even better version of Divine Divinity could’ve been released in 1999 already instead of 2002, and the sky would’ve been the limit for what we would’ve developed afterwards.

So may Kickstarter continue to blossom and generate many hits. And may players flock to developer online stores.

And may my baby boy finally decide to sleep at night, please!!! :)

  • http://www.facebook.com/almaci Hasan Ali Almaci

    There is another double edged sword in Kickstarter, the customers become more involved and have a vested interest in the projects succeeding.
    So once a big project fails to materialize they will feel personally violated after losing what they are entitled to and paid for well in advance.
    Some projects that received their goals recently were blindsided by the cuts taken by Kickstarter and Amazon. 

    • http://www.lar.net/ Swen Vincke

      Yes, and people will feel more upset if they invested a lot of time in supporting something and then it doesn’t turn out to be what they wanted it to be, which will be the case for at least some.

  • http://www.facebook.com/christopher.mathieu.5 Christopher Mathieu

    Regarding the Larian Vault: Have you considered having purchases generate keys for Steam and/or Desura?

    • http://www.lar.net/ Swen Vincke

      TBH, no, but I can certainly see that benefit that’d come from that. I’ll look into it.

      • Paul

         YES. If you guys get steam keys to sell, I will always buy directly from you. As far as I know steamworks is free, so you should get 100% of revenue (except what government steals) even with steam keys. And nowadays steam serves as most convenient game launcher for plenty of gamers, me included.

    • http://www.lar.net/ Swen Vincke

      On that topic btw – any recommendations re: vault are welcome. We’re in the middle of redesigning it.

  • Kein Zantezuken

    Wait what, LMK prototype builds actually exist? Umm… no plans to release them? Or you still have some plans to finish it one day if given opportunity? :p

    • http://www.lar.net/ Swen Vincke

      I got it to run on my machine again & I’d so something with it, if it weren’t for one incredibly stupid problem, for which I haven’t found a solution yet.

      • Kein Zantezuken

        What the issue if I may ask?

        • http://www.lar.net/ Swen Vincke

          Green – it’s all green. A RGB 555/565 problem and the switch to fix that doesn’t work anymore, because the OK button can’t be clicked. Cryptic enough ? ;)

  • Pall

    I got a question: Since this song is on Original Sin website, will it be used in OS? It would be shame to waste that song.

    • http://www.lar.net/ Swen Vincke

      It is rather cool isn’t it ? I’d completely forgotten about it, but now that I’ve heard it again, I’ll ask Kirill if he wants to do something with it.

      • LightningLockey

        It breaks my heart to hear about LMK.  I’ve heard references to it for years.

        The song is very moving.  What kind of other surviving pieces of LMK are there?

        • http://www.lar.net/ Swen Vincke

          A lot actually – design docs, the source code, a running build (albeit with a bit of gfx problem), music, even voice recordings. We’re swamped for time for the moment, but if I can ever put somebody on this, we’ll do something with it. 

  • http://twitter.com/Felix_VDH Felix Van der Hallen

    In Belgium we have something called the VAF. Its the flemish audiovisual fund where they help fund audiovisual projects in the Flemish region.

    The complete lack of attention from the Belgian political world towards the video game industry is really mindblowing IMO. They don’t see the economical and cultural benefits of a strong video game industry…

    So they pump a lot of money in the film industry. An industry that is 1: completely language bounded… (hell, even the dutch don’t watch flemish spoken movies) So that narrows down the market to a potential of maximum 6 million people (and even then babies and old people should watch and pay for that movie…

    The video game industry is not language bounded and serves better for the economy than the film industry… It employs a greater ammount of people for a longer time…

    The governement could serve as a kickstarter for projects like they do with movies… But I fear all the politicians are completely ignorant of the potential of a strong video game industry in our country… One day the will all take Canada and Sweden as an example…

    • http://www.lar.net/ Swen Vincke

      It’s not that they don’t pay any attention to it – there are incentives through IWT/IBBT and soon MICT, but none of them are actually in a format that will really fits & benefits a local games industry. Our ministers & cabinets know what needs to be done (I told them, multiple times), but they made the political choice not to go for it, which is their right. Not that I think that’s particularly bright, but that goes for a lot of things ;)      

      • http://twitter.com/Felix_VDH Felix Van der Hallen

        Belgium always seems to try to catch up with the rest… :)

        I mean, we were there when the Video game industry started blooming and showing their potential. We had you guys (Larian) and then we had the incredible studio Appeal. A studio that was ahead of its time IMO and delivered one of the best RPG experiences to date with Outcast…

        It was at that moment the governement should have supported the video game industry in Belgium and invested in topnotch education…

        I know its not the task of a governement to support individual companies, but it is their task to stimulate a certain branch of industy… and at the moment, they aren’t doing that at all…

        • http://www.lar.net/ Swen Vincke

          Even then we were telling them – but there’s no real political gain in it and at that time it was even considered dangerous (remember the entire violence in games thing)

  • Illusive Man

    Ave.

    Actually, you’re right concerning media attention : it’s already vanishing. Most of this attention is focused on very few projects despite some newsfeed like RPS’ one.
    Considering that KickStarter have “only” a 44% success rate ( http://www.kickstarter.com/help/stats ), the “lot of PR & marketing to get some attention” is already needed…

    You’re also right about the higher / lower part : many backers are supporting their first (dozen of) projects, because of last months’ hype and 2013 could be a “reality check” for many of us ( yeah, I’m a backer :D ). Backers want to believe.

    You should do a KickStarter for the consoles versions of DDC and DOS !

    • http://www.lar.net/ Swen Vincke

      I’d be lying if I said we’re not contemplating something on Kickstarter, but the final word hasn’t been said about that either.

  • Arne

    “LMK was to have everything Divine Divinity had, and more”
    “I remain convinced that it would’ve left a mark on the RPG genre”

    That’s an interesting quote. Care to explain what would be ‘more’ and the potential  influence on RPG? Are you planning to add any of the LMK stuff that didn’t make it to DD in DOS?

    • http://www.lar.net/ Swen Vincke

      DOS is closer/more  to LMK than Div was, as LMK had everything Div had + multiplayer + a party.  But that was back in 1998, so imagine the impact on the RPG landscape if it’d been released in 1999, or even 2000. It’s hindsight of course, so it’s easy to say now, but I think a RPG with all that in there to be released back then would’ve been pretty sweet.

  • http://lyrania.co.uk/ Lyrael

    You know, if you guys were to do a Kickstarter to fund another Divinity game with the extra things that LMK wouldda had (Fuck it, you could just make DLC or expansions for Divine Divinity. Or keep all the code and framework and write a new storyline.), I would give you ALL THE MONEY.

    Just sayin’.

    (Iloveyouguys<3)

    • http://www.lar.net/ Swen Vincke

      Thx – I’ll keep that in mind ;)

      • chickenhed

         I too would give a lot to a divine divinity DLC. That would be pretty darn awesome actually.

      • LightningLockey

        You can really launch a huge kickstarter campaign that would start off with the fan base.

        http://www.zreomusic.com whom had a project to re-orchestrate all the music from the game: Legend of Zelda: Twilight Princess, fared very well.  They had a rewards system going from $5 to $1000.  At around $100 you were guaranteed a cd version of the complete soundtrack and some Q and A sessions with them and early previews.

        Right now they are in the process are merging the live vocals into the finished music tracks.

        • http://www.lar.net/ Swen Vincke

          I think the thing that probably scares me how we’d handle it if the campaign would fail, for whatever reason, but seeing how well Divinity 1 is being received on Steam and GOG (top 5 for a week now in under 5€ games on Steam ,and top 5 on GOG for quite some time), I guess we could be ok.

  • Ihdk

    Interesting insights, Sven, as usual.

    One thing I wonder is, if developers are to encourage sales through their own webstores since it means a higher profit margin for them, why then does larianvault not have lower prices than, say, steam? Is it a contract you have with them that prohibits you from offering a better deal?

    • http://www.lar.net/ Swen Vincke

      We haven’t promoted the vault yet the way we want and up to this point it’s been more of a pilot. We’re working on revamping it based on what we learned, and once that’s done, I hope we’ll be able to give it the attention it merits, because the analysis obviously also applies to ourselves.

      • Ihdk

        Well then, drop whatever you’re doing and get to it asap. ;)

  • Peter

    Problem with Kickstarter is that it is US-only for now.

    • http://www.lar.net/ Swen Vincke

      Well, you can bypass that like the Carmageddon guys did, but given the announcement that Kickstarter is coming to the UK, I don’t think it’ll be long before we see it pop up everywhere. And there’s plenty of guys that are planning on copying the concept, like these guys for instance  http://www.lab.gamesplanet.com/ 

  • Ryandann

    As always great post! The idea of journalists promoting a developers online store is so obvious, yet your the first person whom I’ve seen even bringing it up! Brain fart on everyone! I can’t wait for your two up coming games(and the rpg to rule them all too of course), best wishes to you and the crew! Also, your son will sleep, and the first year is definitely the best IMHO, once he’s around 3-4 and stops taking naps you’ll be wishing for a small(unable to move by himself!) baby again! Fatherhood, blogging, and running a great company…. Is there anything you dont do??

  • Bart Kerckx

    double post, sorry

  • Bart Kerckx

    My opinion on Kickstarter+games is that it should be used more to finish a game. Such as Larian and LMK. Using it when its either going under or still be able to finish it. Look at it as early preorders/purchases.
    But funding entire, multiple year developing, games. That is something risky. That what Double Fine did was ok, they know adventures, only aim for a pretty small game. But you cant start some AAA game at the start (or even before) it’s development cycle. Too high chance to run out of funds, delays, entire pitched idea’s that get sacked because. People are going to get upset. Only because a whole bunch would have interpreted the game differently. Which is easily done without seeing it in action. I mean here at work its regularly that ideas don’t get communicated good enough for even simple tasks.

    The risk with games that are at their end of development is much lower. Not many hidden pitfalls anymore. People already can see stuff in action and look what kind of game they got

  • Taxandrian

    I just bought Divine Divinity from GOG.com (didn’t know about the Larian Vault). Should I feel guilty now?

  • Farflame

    Good article an fine idea to promote developers shops, but I think it wont happen. Some websites have agreements with established e-shops so they wont promote different shop. No way. Also as Lar already wrote – media are NOT independent regardless what they say in public. They dont want players to know how the business works. Advertising is part of the business so MEDIA GET MONEY from some companies and publishers for advertising and coverage of their products. Sometimes if you are small developer/publisher and you dont pay them you will be ignored.
    Even more important thing – most gaming media actually doesnt strive for innovation. In their eyes innovation is something that PR campaigns of AAA titles brings on the spotlight. But goal of PR is to present game as best as they can. Flashy and clever movie-like presentation may cover that fact that basic gameplay is actually average crap. Unfortunately media accepts almost everything what AAA brings regardless if its good or bad to the genre. They just watch it and say “wow” as most mainstream players. There is one issue common to most gaming media. They dont have a clue what is important to the genre or what feature is more important than other. There is often big inconsistency between the reviews of one and the same person. Its widely known that in reviews of AAA titles cons are neglected, because “its fun and its looks great”. They dont care if the gameplay is average, or forced, or just QTE events because it has top notch presentation, some cool action, few cool chars and that’s it. While in review of lesser known game they say “nothing new here, genre standard, animation is crap, fight looks old and bad…”. Completely different attitude – why the hell they are not critical to AAA titles based on the same genre standards??? Or even worse – which strive for presentation but neglects gameplay. For example – look how journalists dont care about dialogues, society in game world or non-combat skills. They see RPG as simple action game – so if the game is stupid they dont care and give it 8 or 9/10, because its good quick action. Tactical party-based fight systems (like in BG games, Drakensang and some indies) are “old, slow and boring” for them. They also dont care if the fight is realistic (kind of swordfight) or challenging. They strive for quick mindless action with flashy (bloody) animations. Its all about presentation, nothing more.IMHO this may be the biggest problem of gaming journalism regarding dying RPG genre. So – do you expect these guys will support innovation of indepenedent developers? :-)

  • Angela Fu

    Dear Mr. Vincke,

    First of all, I’d just like to thank you for writing this blog. It is refreshing and very illuminating to see someone within the games industry talk honestly about the challenges of managing creativity vs. business. I wish you guys the best, and I’m looking forward to Dragon Commander (and reccing it to all my fantasy fan friends)!
    Secondly, the LMK song is beautiful. Any chance to get a mp3 copy of it? Are there other tracks from the OST that you could possibly share? 

    Regarding Kickstarter, do you know what the big publishers think of the venue? I ask because there was a recent interview on Kotaku with a person from a big publishing house, and he/she (anonymous) seemed very reluctant to talk about the industry’s take on it. Do you see Kickstarter as really siphoning significant opportunities away from publishers? Based on what you wrote, it seems the kind of money raised on there would at best be suited for a small indie game. 

    As someone who studies social lending, I wonder if Kickstarter might benefit from models like Prosper or Kiva, where the investor gets a portion of funds back if the investment is profitable/loan is repaid. These funds are in the form of credit to their account (so not cash), and they can then re-lend/re-invest in other projects. My hypothesis is this may boost overall investment on the platform.

    Finally, this is a bit of a request, but I was wondering if you had the time, could you share your thoughts on story-driven vs. gameplay-driven design? Which is more important to you when designing a RPG? I feel I am in the minority when I say that what I focus on when looking at an RPG is the plot, dialogue, and character interaction, rather than the gameplay aspects. However, the trend in the industry – and I expect this is just following customer demand – seems to be toward the opposite end of the spectrum, with cardboard characters and vague, lackluster stories about some big bad evil. It really does the medium a disservice, in my opinion, especially given the potential for interactive storytelling. Someday, I would really like to see a good fantasy RPG that has a story as deep as Planescape: Torment. Perhaps Larian would be willing to consider it? :)

    Thanks for your time.

  • Lashiec

    I’m a bit confused with the numbers for the 3rd party digital platforms, since my quick calculations are throwing different numbers. So, let’s recap.

    If you sell the game directly, we have to deduct a 19% for VAT and a 5% for the payment processor. That leaves us with a 76% of the price, as you say.

    If you sell it through Steam or GOG, we have to deduct a 30% for the service, a 19% for VAT and a 5% for the payment processor. That adds up to 46%, unless I’m missing something :)

    It also means that 3rd party services aren’t as hot as they make them be, but still better than selling through retail, which should amount to barely more than peanuts by now :D

  • Bert

    Aw yeahhh, LMK. I still play the soundtrack once in a while, found an old cd with beta mixes :D

  • Gui “Baalka” Z.

    Thanks for this, as all the previous ones, great blog entry. I came to understand far better the videogames industry and the Larian’s spirit (and history) through it.  Concerning Kickstarter, I also got the same fears, though i truly think and the ‘costumer-direct’ funding of videogames (through the peculiar KS for now) is the most interesting way to go for this industry -I personnaly only pledged for one game, Legends of Eisenwald, for now, as it was an intriguing and full of potential concept, that would obviously be developped, regardingless the amout of founding. Ya, being sceptical as I am, I mostly see it as a way to help game getting better than being developped.

    A question now that it comes to Larian Vault : when it came for me to buy Dragon Knight Saga, it couldn’t anymore be found in shops -I wasn’t interested in videogames when you first released it-, so looked to your shop. First problem (in my mind) : there was only the digital version of the game. Okay, I dislike these, but i don’t mind buying some if it’s a good deal or when it comes to support a studio I truly love. But it also is only to 40€, while i can buy the boxed version for 13€ eg. on Amazon. How can you explain that you don’t sell the boxes your distributors do, and the game is at a much higher price? So sorry Larian, but I didn’t buy it on the Vault : I can do one concession for a good game, but not two. Still, I was much surprised by this.

    Now, I guess the Vault will be ready for the great and much-expected Dragon Commander and Original Sin, and as long as we can buy (and surely pre-order) boxes on it, be certain I’ll play them Day One. I follow the forums and expect some great infos during the GamesCom, keep doing the good job, you’re the belgian VG industry’s finial! And to be honest, I hope for some release dates :)

    Greetingz from Liege. And please excuse me for the unavoidable language mistakes.

    • Lar

      The vault still is a pilot tbh, and we’ll probably start doing promotions & co on it with the next iteration. Right now, the price point is the same like on Steam, and we’ll change it once it changes on Steam too.

    • http://www.lar.net/ Swen Vincke

      Right now, the price point on the vault follows the price point on Steam but in the future I expect that we’ll be doing promotions independently of other platforms. We’re still working out a “strategy” for that – you can read that as – we’re shorthanded and nobody has been really looking at it, but we know we should :)