Phalanx wrote:My gripes with the Evergreen Project:
1) The Art Style
Nothing against the artists, just was not a fan with the art that they went on all the media Evergreen directed(Comics, Tales of Honor Game).
This also hurt the comics, because if enough existing fans did not like it, then they were not get anyone else to like it. If a current Honor Harrington fan can't recommend a comic to a friend, there goes your plan to use the comics to expand the fanbase.
Its not like the stories were BAD either. A few of the stories were interesting, but none were GOOD or GREAT.
case in point: the infamous "Nekkid Nimitz"
One thing you are unaware of: The existing fans? Do not matter to the success of the comic. Comics target a much wider audience; the grousings of the few thousand people who are hardcore fans of the series to the extent that they actually care about such things as releases in other media really are irrelevant.
2) The Video Game
For long time fans, we have been down this road before. First the Honorverse: The Online Game that was set for release in Fall of 2008(and people say STAR CITIZEN is overdue!). Next came Tales of Honor:The Secret Fleet. Not only was this what I call an advanced mobile game, sinceyou could play it on your phone, but not ANY smartphone.(It was not exactly CANDY CRUSH). People who know ANYTHING bout the gaming industry will tell you that a video game BY ITSELF can be a HUGE and RISKY investment.
Video Games from KNOWN IPs fail all the time. It would be a bold play to make if there was a solid foundation, but since support for the game has gone POOF since Evergreen went under, that was clearly not the case.
Mobile games on the other hand, not so much. The game had a lot of problems; first and foremost, that it didn't actually hit anywhere near the things that make the series interesting. It felt a lot like a generic game template that got an Honorverse skin slapped on top.
While I am sure the idea was "we can develop our customer by using the existing fans to draw in new fans through a interactive experience", this was a terrible idea.That was also money spent to hire voice actors, programmers, artists and more for a product that is no longer supported.
At a guess, the game cost somewhat less than 300k USD to develop. In return, the game sold somewhere between 100k and 500k units (I suspect the actual user base to be somewhere on the lower end of that scale); I would assume the game was at least cost-neutral or marginally profitable.
Speaking of gaming that brings me to my final gripe which was...:
3) SITS-down
So did someone at evergreen go "I see that there is an existing game that ALREADY has a staff , acknowledged by Weber, a production and supply chain and is known by the fanbase and this might be good. HOWEVER, we see an opportunity for another revenue stream, so screw that paper and dice stuff."?
I saw little promotion from Evergreen about Saganami Island Tactical Simulator.Where was the effort to use SITS as an advertising path? I realize that Final Sword is not a large company and so are limited in what they can do, not to mention dealing with the separation from Ad Astra. I do not fault them for working with limited resources, I fault Evergreen for not giving SITS more support in favor of THE SECRET FLEET.
I played the first version of SITS. It was garbage. Yes, it did do its best to reflect the realities of 3D combat. It was absolutely terrible at being a manageable game (Even the rather dreadful BattleSpace for the BattleTech universe did better). Doing promotion for it would be futile, as the game's ability to draw in players was strictly limited to those who believe that extensive record-keeping and doing vector math in your head are fun.