Very impressive and well deserved for an excellant XBLA title with little to no advertising.
Regards,
SB
Is this an example of a game with strong legs? I wonder if there are some merits to top tier arcade titles that, potentially, in the years to come will continue generating strong revenue?
Last year most Summer of Arcade games were bigger brands and had bigger marketing campaigns than Trials HD did (Marvel vs Capcom, Turtles, Shadow Complex). Epic's Shadow Complex campaign was biggest ever in the XBLA game scale. Shadow Complex started very strong and broke all the previous XBLA sales records. But it was a real surprise to all of us that Trials HD started to beat Shadow Complex in weekly sales charts in just a few months after the launch of both games, and now (year after) we have sold over twice the amount of copies. The continued sales are most likely caused by the many awards we have won and the visibility caused by those awards in different publications and around the net (Microsoft's XBLA best game of 2009 and best innovation of 2009 were the most important awards). The continued title update and DLC support has also brought the existing players back to the game many times. You could say that players are our most vital marketing tool
In technical/gameplay side of things, I'll say that the user content creation & sharing in one of the major things that has kept the game fresh for so long time. The track & ranking leaderboards naturally being the other most important thing (along with the real time ingame friend comparison meter).
Currently we have around 1.2 million players in the Trials HD leaderboard. According to GamerBytes (FADE LLC) sales analysis game is currently in third place of all time most sold XBLA games (counted by revenue). Battlefield is in second place (only slightly ahead), and Castle Crashers is holding the crown (like always).
More dlc announced!!! Q4 this year. 40 redlynx tracks + 10 user created ones. Thanks sebbi!
We just received the top 100 user tracks (several thousands were submitted to the competition), and the quality looks very promising. The new DLC's going to be a blast!
Now give us the 4 player version
I can't really talk about our future titles yet. However I can spill some beans about our future technology as always.
In Trials HD most of our object textures were limited to 512x512 because we just couldn't fit larger ones in the memory (all our materials have two texture layers, as we have per pixel specular, glossiness, ambient, etc). With our new technology we use mostly 2048x2048 textures (16 times more pixels) in our objects. Our memory footprint is still much smaller than in Trials HD thanks to our virtual texturing system. You can zoom really close to the surfaces and things do not get blurry. Basically the detail could be as high as the artist wanted, as the CPU/GPU processing time and memory usage stays constant no matter how detailed the surfaces are. The highest detail pixels are only loaded when needed. Sadly the storage still sets some limits (HDD space is limited).
In the end the Trials HD industrial halls looked a bit too repeating for our taste. Our new engine has a really sophisticated decaling system that allows us to have really unique detail everywhere (both textures and geometry, since our decals can also have displacement maps). The decals and lighting are not baked in the HDD virtual texture blocks like id software did in Rage. Instead the decals are baked to the virtual texture pages during runtime (this is much faster than applying decals on top of everything every frame, since the pages can be reused for hundreds of times). This saves a lot of HDD space, and allows us to add decals and modify lighting in real time (both features are very important for user created content). We are still running 60 fps (vsynch locked) and have a fully dynamic lighting (deferred light prepass this time instead of full deferred shading). Virtual texturing + fully dynamic lighting is entirely doable. id software choose to use baked lighting in Rage, but that's definitely not a limitation of the technology. Virtual texturing makes light baking cheaper to implement, so I understand perfectly the choice id-software made in Rage. Baked global illumination lighting definitely looks better and is faster (runtime) than a simpler looking fully dynamic lighting solution... If the game is mostly static environment, and there is no day/night cycle, then baking lights is the perfect choice (for both visual quality and for frame rate).