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Although we've obviously talked about it a few times, reading the post mortem has made me want to go back and fire GM up again ;-)

Just as soon as my pool of game cash is back, I'll be tracking down and purchasing a copy as well. Too little too late, perhaps, but I'm eager to experience the full game-play.

Perhaps I'll re-grab the demo to tide myself over.

Thanks for humoring me and posting the second part, Chris. I don't really know enough about your personal work habits to get the full picture of the process (I love to watch a process happen, experience the result, and _then_ hear accounts from team members. I find it's terribly informative to compare impressions), but it's good to get impressions of the process from someone who communicates as clearly as you do.

Thanks again!

It's interesting to read how you feel about the whole thing now. I agree with most of your points about the highs and lows.

I think (as you well know) that the single biggest problem was the inability to return to previous levels with newly found haunters. Being able to go to a level that caused you loads of trouble, with a haunter that would blow it away, would have been satisfying to the extreme.

I also agree that being able to play some (or all) of the levels in a sandbox mode, maybe after you had fully completed each one, would have been a great "toy" string to the game's bow.

And I know there are many reasons for it, but the extra level released as an add-on was severely disappointing (maybe because it used the weakest design feature, in my eyes, the wards).

Anyway, your posts almost made me want to go back and play it again - but I think after all that play testing, it is better left for a little while longer... ;-) Also, I would like a graphics card that laughs at the requirements rather than merely "manages" to get the best out of the sometimes graphically intensive game.

Good post :-)

i got only one question.....will there be a ghost masters two so we can eliminate the ghost breakers bomb to save the exsistance of your haunter team

John: sadly, Empire has no plans to continue the Ghost Master franchise. I can't rule it out as a possibility, but I think it very unlikely, especially since the studio behind the game (Sick Puppies) has been disbanded. :(

However, there is a special bonus scenario which gives you the chance to diffuse the ghostbreaker's bomb - I can't remember where you can get it, but if you check the official fan site I'm sure they can point you towards it!

Best wishes!

Seems like a cool game. I stumbled across this post searching for 'ghosts'.


-GhostGuy

"In fact, even to this day I occasionally jump out and scare my wife"

God, and you're still married ? Truly a miracle in its own right... :)

Thanks for creating the game ! And for writing these articles. I'm actually thinking up a concept of something not too different of a game, and these notes really help !

Ta-ta.

Chris:

Just wanted to let you know I have been playing GM for a couple of years now; it was my favorite game besides the original Sims. Now, my teenage daughter and oldest son are playing it and LOVE it. I wish this game was better known! It would definitely have a market for the tweener crowd, for casual gamers like me who don't want complex - just fun, and for teenage girls (because nobody markets anything for them and they love this!)

At ghostmaster.net, they have been circulating a petition for quite a while to get GM2. Probably won't happen, but I keep recommending this game to my friends and I keep having them sign the petition.

There are reasons why so many people are still picking this game up. It is humorous, it is unique, and each time you play it it is a little bit different. The strategy doesn't involve being perfect, it involves being creative. I am just going to keep hoping (against all hope) I will someday see a sequel to this . . . .

Lizster: thanks for the kind words! I'm really pleased with the work we did on Ghost Master, and it means a lot to me that there are still players out there discovering it and loving it.

May your plasm never ebb! :)

Great pair of articles. I'm heading over to valve in a few minutes to download Ghost Master and try it out.

I saw on an interview with Naoto Oshima (the designer of Sonic the Hedgehog, among others) on Gamasutra. He had some comments that I thought echoed your hard-won lessons in just how "new" a new game should be.

"Well, for example none of my favorite movies were really hits. (laughs) Myself and the gaming audience, we're different. I like new things, but if something is too new, then gamers won't be able to comprehend it. So you have to think about your audience at least a little bit, or else you'll make something that runs the risk of being incomprehensible. That's why I want to keep them in mind."

(a few lines later)

"Yeah, but the sort of indies that become hits are those that are easy to follow for anyone who watches them. So, in the end, you want to make it just a little new -- not completely so."

I can't help but wonder, though-- what if the marketing effort had focused on the unique characteristics of the game, rather than making it fit too much into a cookie-cutter template. I know that marketing folks will remind us that consumers purchase based on their prior experiences: "I like game A, and this looks like game A, so I'll probably like this as well." But some games (eg Spore) get an entirely different pitch, more along the lines of "groundbreaking" or "radical" lines.

Anyway, thanks again for the articles!

Dan: thanks for the comment, and the reference to Oshima-san's interview! In the case of Ghost Master, the publisher's marketing department just didn't have the clout to make this one work, to be honest, so I think we were in some sense quite doomed.

Hope you enjoy Ghost Master!

Hi Chris,

It just goes to show you and others even from the last post in 2009 that this game has a lasting effect. I have been playing it since it was first released. My son really loves the game, and he was asking me when or if they had a ghostmaster 2 that is how I found this blog. It is a shame what happened to this franchise (if we can really call it that since it's now considered a dead single title). I can honestly say there are only a handful of games I go back to over and over, Ghostmaster, Monkey Island series, and Rollercoaster tycoon. They are all unique, and different from most other games out there. It has a bit of puzzle solving, a build up meaning you start small and end in a big finale, and there is the humor and Ghostmaster, and Monkey island are full of great humor. It's just unfortunate that Ghostmaster didn't get the commercial success that Monkey Island received. Personally, I think the best thing about Ghostmaster is how well each ghost or entity has it's own personality. From being downright silly, to horrifying. Harriet holds a special place in my heart. That's thanks to a movie called Harvey with James Stewart. For those that have never seen it I highly recommend buying it, since it's available on DVD.

No matter what happens, I truly hope all your future endeavors are fruitful, and thank you for such a wonderful game as Ghostmaster. Plus the fact, since I hate bullies I always pull for the underdog, and Ghostmaster and the team behind its wonderful mechanics are underdogs in an industry full of greedy corporations, that care not how great a game is but more on how much cash it can draw in. That is not to say we don't all want a piece of that pie, but some folks care more about quality over quantity, and if done well then your rewarded.
I just wanted you to know that even after all these years, this game still lives on, and yes it does have a fan base just waiting patiently or impatiently for a return of a new title.

Tracy: thanks so much for your kind words here; it means a lot to me that there are fans of this game. This was a very special project for me, and it's a great shame that we weren't able to build upon what we achieved in the first title.

As for Harvey, this was of course the inspiration for Harriet, who (like Harvey) is a pooka. ;) "Harvey" is a truly magical film.

All the best!

This was an outstanding game, to be honest. It deserves the solid 80% it gets from metacritic as a game that just doesn't have any SERIOUS flaws, and is just plain fun. Is that not why we play video games anymore? Thank you for this in depth post mortem on your game, Chris. I found it extremely interesting and very informative.

I just wanted to stop by and let you know how much my wife and I enjoy the game (got it for her birthday off of gog.com). It's a real pleasure and an obvious labour of love from the developers.

Thanks again. :)

David: It's really great that there are players finding and enjoying this game now. Thanks so much for stopping by and letting me know that you had fun with it - it was a very special project for me to work on, and I remember it very fondly indeed.

I love this game. Its one of the few that after 5 years i still come back to and play it. As far as im concerned, the only real "problem" this game has was that it didnt reach its full potential. I would love a sequal, though i know its unlikely to happen. I cant help but vision Ghastly rippping his head apart with modern graphics...I mean you only need to look at the comments, which started in 2005, and reaches 2011 to see how lasting this game is.

m: thanks for dropping by! Of all the games I've worked on, the warmest response by fans has been for Ghost Master. I know I've said before that a sequel is impossible... I think, at this point, I'd like to change my opinion to say that a sequel is unlikely. This, at least, is a step in a positive direction. :)

All the best!

Just wanted to say thank you for posting this Post Mortem. I've been following your blog awhile, and I honestly didn't even know of your involvement with the game. After playing it for a half hour after a Steam Sale a couple years ago - I remember finding it charming.

Recently I've been contemplating a Mission: IMpossible style con artist game, and I remembered the structure of this game. It's very close to what I had in mind - you station agents in specific places which corral people to where they want them. So I'd just been playing for a couple of hours - and I really got into it. Enjoying every moment.

It would have been better sold to both a hardcore PC market and the casual PC market. It has qualities similar to Evil Genius and - I think this is what it's most like - Freedom Force. In fact, it's as if Freedom Force was a kind of Tower Defense game.

Really enjoying it, and glad it's out. I'd like to talk to you more in depth in the design choices that were made and how you would see applications to other themes and genres.

Jmarquiso: thanks for your kind words! As for how it would have been 'better sold', it would have been better if Vivendi had spent any money at all promoting the launch of the game. :)

I'm a bit tied up right now on various things, but if you have some questions about design you can contact me via the ihobo.com website's contact link.

"In fact, it's as if Freedom Force was a kind of Tower Defense game."

Ha! I hadn't thought of it in these terms before, and this amuses me. :)

Cheers!

I can honestly say that this is one of the most enjoyable games I've played, and I like to think of myself as a hardcore gamer, one who drudges through Halo or CoD on the hardest difficulty just to say I did it. As much as I love some of the mainstream games like that, I find that the games that find a permanent place in my heart are the under-appreciated masterpieces like Ghost Master.

I found out about this game when I was in 5th grade because my teacher had a friend who worked at a game store, and he'd occasionally send her stuff, and one of which was the Prima guide for this game. I found a copy of the game a couple years later, but sadly, my computer wasn't able to handle it. I finally got a new computer a little over a year ago, and I finally got to play through this wonderful game. I graduated from high school last year, if that's any indication of how long I kept this game simply because I felt it was something special.

It seems to me that nowadays, game companies are only focused on the bottom line, and it heavily influences how they make their games. They're too worried to take any sort of risk and make something truly special. I feel that's part of why the indie games market is doing so well, because they don't have as many restrictions as the bigger companies. I think that if a competent indie developer got ahold of the rights to this game, and they had a firm grasp at the concept and the mechanics, that this franchise-that-never-was could potentially find new life.

Hi Chris,
I bought GM a few years ago and since then it has always been one of my favourite games. I'm playing through it again for the nth time when I found this.

No-one seems to have mentioned the PS2 version of GM (I know you said you had no involvement in this) but this is the first version I owned. It's a long time since I've gone through that one as my PS2 is long since deceased but I remember that while I enjoyed it, and it gained good reviews, it was far inferior to the PC version, mainly due to its heavier reliance on puzzle solving.

For example, I remember that the first police station level required breaking out a couple of prisoners instead of just scaring everyone away. This required a fairly long string of puzzles which were satisfying the first time round, but quickly gave the game a very contrived feel compared to the PC game. In addition, there was a fixed team for each level and you had to select specific powers to use at a certain time, resulting in a much shallower experience.

What (I think!) I'm trying to say is, even without the 'sandbox mode' you regret not adding to the game, the level of customisation and freedom in the original version is what still brings me back time and time again, and something you can rightfully be proud of. :)

After reading the post mortem I have discovered there are still many underlying aspects of the game I am yet to appreciate fully. It is a great shame that many players will move on before seeing such depth as you have pointed out, but it is encouraging to see so many people still enjoying GM.

Thanks for such a unique game!:)

Sean, PA:

Thank you both for dropping by and letting me know you enjoyed the game! It means a lot to me that there are players who really took this game to heart, and although I'm not currently in a position to resurrect the franchise I have at least changed the status of a putative sequel from "impossible" to "unlikely". ;)

Many thanks for your kind comments!

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