Thursday, October 1, 2015

From a lengthy analysis of how Soma is selling, and why

Frictional Games:

Another issue is that we might have unveiled the game a bit too early. We first showed off SOMA back in October 2013 and the plan was to keep content coming out until release. This turned out way harder to keep up with than what we'd initially thought. Because we were so unwilling to spoil the game, we could provide very little in terms of playable material for the press. Because of this, we had issues getting proper coverage at the end, as most of the standard things like "first playable preview" had already been done over a year back. We'd also had a plan to release a monthly live-action video clip to keep interest up, but because of production problems it got delayed and this plan fell through. (We are however showing them now!)

So it feels like it might have been better to have unveiled the game a year or so later to be able to keep up interest all the way to release and to have a more massive promotion campaign that way. A big issue with that is that it would have been very bad for the team morale. It's quite hard to work on a project in the dark for several years, and there was a very evident boost in spirit once we had let the world know that SOMA was coming.