Official Website
First Newsletter
Translation:
Hello everyone!
I hope you are all doing well, and welcome to Fanstratics Newsletter №1 (September 2020).
As you will learn from the description below, I did not expect to start this newsletter at such an early stage of development.
I plan to publish every month.
At the very least, I want to show 1 new unit sketch, and I hope there will be other new information (design details, production progress, random screenshots, community Q&A, etc.).
After subscribing to this newsletter, from the "Welcome to the Journey" email you receive, you will learn that we have a very long road ahead of us.
There is some pleasure to be had in the fact that... you were there at the very beginning. I hope you stay with us until the very end.
If you have any questions or comments regarding Fanstratics (FST) or Heroes of Might and Magic 3 (HoMM3), feel free to send them, and I will try to answer them in future newsletters (newsletter@fanstratics.com).
See you soon.
Greg
Director and Designer of Fanstratics
(Q&A for this month)
Fanstratics is not the only game calling itself a "spiritual successor" to HoMM3. Why should I believe you?
Believe me, I understand. Many games have called themselves "spiritual successors" but failed to deliver on their promises. Some of these games even claimed to be "spiritual successors" to HoMM3 in one form or another.
For me, "spiritual successor" is more than a buzzword or a marketing slogan. It is a game directive.
Few remember how after "Armageddon's Blade," I (the lead game designer) and John Bolton (lead programmer) left the company, and Felan Sykes (lead artist) moved to another project. David Mullich (Director of Development) was the only lead who transitioned from HoMM3 to HoMM4. Fanstratics is the only "spiritual successor" to HoMM3 that actually involves anyone from the original team.
Let's hope that as Two Point Hospital was to Theme Hospital... Fanstratics will be to HoMM3.
Will it really be like HoMM3?
Yes.
The adventure map will be built on a square tile-based grid.
The full-screen town view will have interactive objects.
The full-screen battlefield will consist of "hexes".
The game is being developed in 3D, but the rendering will be entirely 2D.
As an example of this approach, I usually point people to "Ori and the Blind Forest".
Keep in mind... I cannot "completely rip off" HoMM3.
Copyrights do not apply to game mechanics, but Ubisoft owns the "look and feel" of HoMM3.
I mention this because... the creative landscape will change. Factions, heroes, units, spells, skills, artifacts, and adventure locations will be "familiar, but different".
This is not necessarily a bad thing... a refreshed approach opens up opportunities for revision, refinement, and evolution.
This happened during the transition from HoMM2 to HoMM3.
The same should happen with HoMM3 and Fanstratics.
Ultimately, I want a casual observer to mistake Fanstratics for HoMM3. A fleeting conversation, hopefully, would go something like this...
"Playing Heroes 3?"
"No. Fanstratics."
"What is Fanstratics?"
"The reincarnation of Heroes 3."
Will Fanstratics live up to the expectations of HoMM3? Is that even possible?
For the last 20 years, the HoMM community has been waiting for a true sequel to HoMM3.
With Fanstratics, my goal is to give them what they want... and even more.
Anyone who knows even a little about game development knows that the probability of failure is much higher than the chances of success... but I hope.
I don't like the name of the game. Fanstratics is hard to pronounce. Can you come up with a better name?
I agree, Fanstratics may seem cumbersome to some people, but what about these names: Subnautica, Factorio, Valorant, Brawlhalla, Nier Automata, Blasphemous, Stellaris, Chrono Trigger, etc.
It's impossible for a product name not to be criticized.
Remember when Nintendo announced the Wii? What? Nintendo makes toilets?
Remember when Apple announced the iPad? What? Sounds like an Apple-branded tampon!
Remember when Star Wars announced the chapter titles "The Phantom Menace" and "Attack of the Clones"?
Given the number of games published today, finding a unique name is very difficult. All the simple names are already taken. Don't believe me? Come up with a name for your game, then search for it in the Apple or Google App stores, and then do a search for the .com domain name.
When I was looking for a possible name for the game, my requirements were... it had to be something that no one else was using, easily readable as a Twitch category, and reflective of the genre. In the end... Fanstratics stuck. It's unique, memorable (for better or worse), and I was able to register the domain.
All I ask is that please remain unbiased and give it a chance.
You never know what might grow from it.
It's not worth letting this point get in the way of the potential enjoyment of the final game.
Besides, coming up with a nickname is only a matter of time. I already call the game "Strats".
To all the above... I am open to suggestions. :-)
What about balance? Will fan mods be required for normal competitive play?
To be honest, multiplayer in HoMM3 was an afterthought.
In 1999, no one ever expected that twenty years later people would be actively competing against each other in online play.
HoMM3 was never intended to be an esport.
I intend to contact current HotA online players and, if they are interested, invite them to play Fanstratics and get their feedback.
As in Starcraft 2, I suspect that there will eventually be two separate sets of game stats: single-player and multiplayer.
At first they will match, but then multiplayer will likely diverge from single-player as online players discover unforeseen exploits and abuses.
Which platform will the game be for?
Windows PC. HoMM3 was created for PC, and the audience is still primarily PC-based. Fanstratics is a computer game being created for PC. Also, no mobile shenanigans like F2P.
Will there be a user-friendly map editor?
Yes. I designed the HoMM3 map editor, and I will design the Fanstratics map editor. For those who don't remember, "Armageddon's Blade" was released along with the map editor seven months after the first release of HoMM3. I assume the same will happen with Fanstratics.
Who did the Cavalier concept art?
Justin Gerard. You can see his work in Gerard's gallery.
Currently, it is unknown how much work Justin will be able to do.
I am very glad that he is interested in supporting Fanstratics, but as you can imagine... he is in high demand.
I have my fingers crossed, and we are doing everything possible to take advantage of his "windows of opportunity".
Will Rob King and Paul Romero be writing the music?
I have an agreement with Rob King that he and Paul will do the sound effects and music.
Will David Mullich be involved?
David is currently leading another game, but I told him that when Fanstratics reaches critical mass, I would very much like him to produce it. We'll see what happens. Leaving a permanent job to take a risk on a crowdfunded project... requires a lot.
Do you have anything else to show besides concept art?
Unfortunately, not right now. The design is in the finalization stage, and the program functionality is being developed.
There isn't much to look at yet, unless you enjoy watching colored blocks move across a textured grid.
Please understand, the landing page was created in support of David Mullich. Sometimes David is invited to talk about HoMM3 in various cities in Russia, Poland, and other Eastern European countries. When I told David about my work on Fanstratics, he suggested "stealthily announcing" the project to potential fans while avoiding the mass gaming press. I didn't think it would hurt, so I quickly created a landing page, asked Justin to create concept art, and laid the foundation for future informational content.
Well, on June 9, 2020, Game World Observer quoted David during his speech at the Talents In Games Conference, mentioning that a "spiritual successor to HoMM3" is in development. Someone saw the news, put 2 + 2 together, found the landing page, and reported it on Heroes3Wog.Net. Unexpectedly, hundreds of people subscribed to the newsletter.
In short, the game announcement was something of an accident, and I've been doing my best to adapt to the sudden momentum.
Why not promote the game on major gaming news sites?
If there were 90 days left until the start of crowdfunding, I would send a press release to anyone who would only wish to listen. At this stage, since we have nothing to show, there is no point in promoting the game on major news sites. I am happy with the current "smoldering" limited to hardcore fans, and I hope that rumors will spread and the community will grow organically.
Can I help with anything?
At the time of writing this newsletter, there were over 700 subscribers. Not bad for an "accidental announcement," but by my estimates, we will need at least 50,000 subscribers for successful crowdfunding. Why? My research shows that about 20% of newsletter subscribers (10,000) will convert into sponsors. Given some popularity, I expect another 5,000 sponsors not associated with the newsletter. This adds up to 15,000 sponsors, which allows us to get close to my minimum budget.
Since we are at a very early stage of development, we have time for the community to grow. Most newsletter subscribers live in Poland and South Korea, but subscribers from Russia, Germany, France, Italy, Spain, USA, etc., are clearly missing. So, if you want to help... tell your friends and spread the word.
If you are an "influencer" (streamer, YouTuber, etc.) and would like to help promote the game, I would like to get in touch with you.