Jeff-Vogel

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Showing posts with label whistling past graveyard. Show all posts
Showing posts with label whistling past graveyard. Show all posts

Tuesday, 5 November 2013

Marketing, Dumb Luck, and the Popping of the Indie Bubble.

Posted on 16:20 by Unknown
This article is kind of depressing, so here is a puppy hugging a kitten.
Sigh. I hate writing articles like this. Even if I’m right (and I really think I am), nobody thanks the bringer of bad news. If what I predict does come to pass, people will resent me more, not less. But I really think what I have to say should be considered by the jillions of ambitious game devs who are quitting their day jobs to go indie. So here goes.

Interesting game article in the news recently. This guy named Alexander Bruce wrote a puzzle game called Antichamber. It did very well. He just did an interview (written by Brendan Sinclair) about how it’s very important to do marketing and develop a good relationship with the press and your players.

The article contains a lot of questionable statements (by the writer, not Bruce) like …
"Just a few years ago, developers didn't need to worry so much about their relationship with the end users."
Does this match the experience of anyone trying to keep a small software company alive in the last few decades? The ability to keep a good relationship with end users was our best tool for staying alive. But I digress.

(Edit: Just to be clear, a lot of stuff Bruce says is very sharp and worth heeding, especially about how dealing with limited resources forces you to be clever.)

Despite the weird stuff, Bruce gets a bit of good advice in too. To a point.

Now, first, it's evidence how amazingly sweet things have been for indie devs for the last few years that anyone would even think "You should do marketing." is news. When I started out writing shareware in 1994, the first piece of advice anyone ever gave anyone about anything was, "Yeah. Marketing. Do that."

Not the right way to market your game.
But, Um, Duh, Right?

Isn't it kind of an obvious bit of advice? When you finish your game, you'll tell people, won't you? Is anyone trying to succeed at business by finishing their game, putting it in a lead box, and burying it in the backyard?

But here is where the article sort of falls apart. There are many paths to success in the indie biz, and each needs its own marketing plan. Each developer has their own set of strengths and weaknesses, both mental and in cash and time resources.

Just because one path (Hint: Steam) has been popular of late doesn't mean it's the right one for that particular game (since the genre you are working in will require its own strategy, depending on how niche you are), or that it will be a plausible path forever. If you are trying to make it writing high-cost, boutique games in a serious niche field like, say, turn-based wargaming, following the strategy Alexander Bruce used for his puzzle game will lead to ruin.

You see, the conventional wisdom now is that, to make it in indie games, you need to blow it all on one big, flashy title. Spend all your time at GDC giving the gaming press hot oil massages. Then release it on Steam, get fifty articles written about you, and make meelions of dollars. Buy a Tesla, give interviews, have your next game be a 2-D platformer, and die happy.

But buried in the article is the real news. The little tidbit that really says where things are going ...

"Even being featured in a coveted place like the Steam Daily Deals doesn't mean as much as it used to."

Yes. This is true. A Steam Daily Deal used to mean doing a happy dance and putting on your Super Money Pants. What? That's fading? Uh oh. And this is the beginning of the real story.

By The Way …

I’m not happy about any of this. A few years ago, there was a huge demand for indie content, and I had a bunch of quality games ready to go. I profited from this temporary state of affairs far more than I deserved. I am not gloating about sweet times coming to an end. My modest games will be the first on the chopping block.

I can't get rich selling THIS anymore? NO FAIR!
When Can We Start Using the Term "Indie Bubble"?

On October 29, Steam accepted 100 titles for publishing from their Greenlight system. A HUNDRED. IN ONE DAY. JUST ON STEAM.

This is the problem with so many indie devs cozying up to the Escapist and Kotaku and the PA Report. There is a flood of new titles, so many that Humble Bundle sells them in Costco-sized bundles of a dozen for a dollar. A lot of good titles won't ever get that press. They just can't. There's not room.

And that's just for the flashy titles (the "AAA Indies"). My turn-based, low-budget, word-heavy RPGs are a lot of fun and have a real audience, but nobody at Kotaku gives a crap about them, nor should they. Why would a Let's Play channel on YouTube want to do one of my games? It'd be like putting up a movie of someone reading a book. Alexander Bruce's marketing path is useless to me, but my business is still valid. Has been for 20 years.

Also, the gaming community doesn't care about indies as much as we like to think they do. (Minecraft is an ultra-mega-uber hit, right? Well, Grand Theft Auto V made more than it in like 18 seconds.) The gaming press knows that gamers only want to hear about so many indies. Soon, they'll start picking who lives and who dies.

The point? Any article about marketing indies that doesn't mention the word "luck" is lying to you.

Even if she was alive, she still wouldn't want to play your 2-D platformer.
By the Way, Luck Exists

I know all you young developers are brash libertarians who believe in a just, deterministic universe. So feel free to get angry at me for this part: Unless times are really good, you need luck for your business to succeed. You need the rare sort of good times where there's a ton of demand and very little product. A time like the period that is now ending.

Yes, Luck: Getting a good break. Meeting the right editor who will champion you or making the right publisher connection. My company, Spiderweb Software, has been lucky. Many times. I'm not ashamed to admit it.

Worthy titles sometimes fall by the wayside now. There is no inherent universal justice that decides that the "best" games succeed, whatever you mean by "best". Some gamers will love you, and some won’t. You have to hang on until one of those gamers becomes an editor somewhere. The more niche your product is, the longer you will have to wait.

Disagree? Think that everyone who fails only fails because they were lazy or stupid or just suck? Fine with me. It's your call if you need to believe in a universe based on justice and fairness. I hope someday to join you there.

This article is kind of depressing, so here is a puppy.
Can There Only Ever Be One Path?

Here's how it works now. Everyone makes a team, puts something together with flash, pushes the heck out of it at GDC/PAX/whatever, and waits for Steam to wave its magic fairy dust wand and make them rich.

Which is great. If it works. But there's a problem. There's still a lot of fairy dust in that wand, but it's getting spread awful thin.

Is there another route to success in this business?

You could try what I did to make a long career. You could pick a neglected genre, write the best games you can for it on a limited budget in your spare time, release one game after another, and push your work where you can to build a loyal audience with word-of-mouth and good customer support. Then, maybe, years later, thanks to your persistence and hard work, you might go full time. A loyal audience can keep you in business through good times and lean.

All you need to make a game is a $299 computer, a chair, time, and some software which we'll pretend for the moment you didn't get on BitTorrent. It will probably look cruddy, but a lot of people don't care (and many people get off on the rough DIY thing). You won't be on Steam, but there are plenty of ways to sell it like on your own site. It'll be tough, but starting a new business is never easy.

When I did it (shut up, grandpa), there wasn't even the web. Now there are forums and communities galore. There are a million places to start assembling that customer base, and you don't even need to say the word Steam.

Is this possible? It should be. It happens. I'm not the only small dev who has made a living this way. But, sadly, there aren't many. I don't know how feasible the slow and steady building of a clientele is in indie gaming. I am, however, confident that we're going to need to start finding out.

Dear God, please let Polygon notice meeeeeee!
But What About the Future?

I think we're in for an interesting few years in the computer game industry. I have my own opinion about the future of small game development, and it's this:
If your game can't succeed based on word-of-mouth marketing, unless you get real lucky, you need to adjust your budget, your quality, or both.
I know, I know. "Jeff Vogel is just being a crazy old coot again." Sure. Nobody wants to hear a whole business model being called into question.

But I've lived through rich times and lean times, several of each. Small-scale software development is a rough business, and you need to operate lean and mean to live in the long term.

Some indie devs will use their bubble money to get big and survive. Anyone who can't grow huge and doesn't have the patience and persistence to go the small company path will have to seek opportunities elsewhere.

Don't get me wrong. I don't want to see anyone lose their jobs. I've actively enjoyed seeing people who do what I do getting rich.

However, Microeconomics 101 is still true. When people start making a ton of money, they will attract competitors until nobody makes easy money anymore. It’s an iron law of capitalism.

Alexander Bruce deserves his success, but it is important to remember that the path he described in his interview is only sometimes the best way, even if the press often treats it as the One True Route. Not everyone can market their way to success.

(Edit - The final sentence was perhaps a bit too hostile, so I changed it.)

---

My incoherent mumblings are now available in condensed form on Twitter.
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Posted in advice, back in the day, business stuff, everyone will hate this, flamebait, indie, steam, whistling past graveyard | No comments

Friday, 13 January 2012

Now You (Yes, You!) Can Design Dungeons and Dragons!!!!!!!

Posted on 11:53 by Unknown
 
Dungeons and Dragons was actually in the news this week. There was even a big article in the New York Times. Turns out, they are going to redesign the game from the ground up.

(Again!?!? Wasn't the last time in 2008? Answer: Yes, it was.)

The impending redesign wasn't the big news item, though. Redesigning D&D isn't news. Happens all the time. What did attract a lot of attention is how they are going to redesign it. They are going to have a “hearts and minds” campaign, ask players what they want in the new edition, and supposedly make it from the ground up while actually taking into account feedback from their fan base.

I assume, of course, that this is all simple marketing-speak, part of a clever and successful way to get attention, and not an actual, realistic plan of action. I assume this because it's the best possible scenario. Actually trying to design a game this way is a terrible, terrible idea.

I've written before about the considerable dangers of relying too much on your fan base to figure out how to design your game. And, as often happens, Penny Arcade did a fantastic job of boiling down what is screwy about this approach.

But I just want to throw out two points.

1. A cacophony of voices will never solve a hard problem.

Whenever you need to make a big, difficult decision about your game design and turn to the public for help, you will get a huge number of responses. They will all be passionate, many will be well-argued, and they will split evenly between all of the possible decisions.

Think about it. If a decision is difficult (and making a game like D&D involves LOTS of tough decisions), it's difficult because there is no clear answer. You could go either way. And people giving you feedback will totally go in any imaginable direction.

The real artistry in game design comes from making all of the possible decisions in a way that they all build towards one unified goal. You want all the decisions to add up to more than the sum of their parts. Some people are really good at doing this. We call them Game Designers.

2. The people giving feedback are not the people you need to listen to.

When you throw open the doors, you will get feedback from the most intense, passionate fans. (Note I didn't say "smart" or "insightful." Some of them will be smart. Some won't. Good luck figuring out which are which.)

But D&D's big problem is not that it lacks a core cadre of passionate fans. It's that any sort of person who doesn't live and breathe this stuff has long ago drifted away. Those are the people you need to hear from. But you won't hear from them. Because they don't care. And you need to know why they don't care, because people who cared once not caring anymore is the heart of the problem. 

Of Course, This Doesn't Matter ...

Because people don't put in the long years of work getting a plum position like "Dungeons & Dragons Designer" to then throw up their hands and say, "Hey. Let's see what the forums have to say!" This "hearts and minds" stuff is marketing. It should be marketing. There is nothing wrong with marketing, and making the fans feel involved is a worthwhile goal.

I don't envy them their task. Dungeons & Dragons is one of the great games, and it's had some rough years. Sadly, it's a fair question whether tabletop RPGs will ever be more than a niche of a niche of a niche again, no matter how many times you redesign them. I'll have more to say about this soon.
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Posted in design, dungeons and dragons, flumph, i act like i am smart, whistling past graveyard | No comments

Thursday, 18 August 2011

I Don't Finish Games Because I Am Old

Posted on 23:33 by Unknown
This article is getting a lot of play today. Short version: Very few people finish really long games.

Duh. I've pretty much given up on playing any long game (say, over 20 hours) that I'm not sure is completely awesome. I just quit L.A. Noire a good eight cases from the end, and I feel like I played it for too long.

I mean, a game that takes 40 hours? A whole workweek? In this day and age? Who can do that? People don't leave games unfinished because they're weak or dumb or lazy or bad people. It's because, unless the game is really awesomesauce, playing it for 40 hours just isn't a worthwhile use of one's time.

Which puts me in a weird position, because I write long games. I try to put a lot of work into the endings, even though I know most people won't see them. Maybe this is a warning that I should start doing something else, but I don't know what. I tried to make Avadon: The Black Fortress a shorter game but a higher quality experience. Dunno if I succeeded, but that's the direction I wanted to go.

It's one of the reasons the industry is moving towards shorter, cheaper games. And I'm moving along with the trend, a tiny bit. But I'll be writing longish games as long as there is a market for them. The main strength of my games is the sprawling, epic stories. I can't really do that in a ten hour game. So I'll keep doing basically what I do, even though I hear the distant rumbling of impending doom.
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Posted in i've wasted my life, stories are for losers and squares, whistling past graveyard | No comments

Tuesday, 25 August 2009

Rock Band. Guitar Hero. Why They Are Doomed.

Posted on 23:17 by Unknown
So I will begin this by saying I am an unashamed Rock Band fanboy. Playing expert guitar and drums (and, when I'm feeling brave, vocals) is now one of my favored ways to listen to music and relax at the end of the day. I'll be in line for Beatles Rock Band on day one. I've written about how wrong-headed criticisms of these games are and how they are a cool, new way to appreciate music. Playing fake plastic drums is probably the most fun I've had with a video game, ever. I am one of the music game dead-enders.

Which is why it pains me so much to be the turd in the punchbowl. The fad is dying. Fast.

We all know it. We've all seen the glut. (What? Eight rhythm games out this year? Yikes!) It's the sure sign of trying to cash in on the installed base as much as possible before the fall. Sales for new Guitar Hero titles are, well, not encouraging.

If there could have been any question, the offer of a free Guitar Hero: Van Halen with purchase of Guitar Hero 5, before either of those games is even out, is the clearest sign you could possibly want. (This deal actually tempted me a little, until I realized that taking it would put me at risk of listening to Van Halen.)

The Beatles game will goose the genre a little, but even new releases with serious, broad appeal (Led Zeppelin? Pink Floyd?) will only slow the decay.

But, here's the thing. It's easy to blame the glut for the death of the fad, but, even if music games had been released at a reasonable pace, the thing was doomed to collapse. It wasn't sustainable, ever. I think it's interesting to look at why.

i. The Magic Wore Off

Now, most of this is based on my own personal observations and thus should be taken with a grain of salt. But isn't the magic gone? When Rock Band was new, I and two other friends frequently threw Rock Band parties, and they were well attended. Getting four people to pick up the plastic instruments was easy. Two years later? Not so much. I stopped throwing Rock Band parties after my last one, when I looked around during one song and realized I was the only one left playing. Everyone else had migrated to the next room. It was pathetic.

There is a certain sort of brain that has a compelling, all-consuming urge to hit those little colored spots as they come down the track. I have such a brain. But for everyone else, well, let's face it. Pressing the red button to hit the red light and the green button to hit the green light does not compelling gameplay make. It was a kick to do it a few evenings. Now it's done. Even a game for the Casual Market (tm) has to have SOMETHING to it.

ii. It Is An Expensive Activity ...

$249 for the full Beatles: Rock Band set. Again, yikes.

Happily, in an effort to avoid flaming suicide, it was just announced that there will be cheaper bundles available. And yet, MSRP of $160 is still pretty darn spendy.

iii. ... and Not Just In Cash

I'm talking about cost in resources. And my liberal leanings are going to show a little in the next paragraph, so be warned.

It takes a lot of resources to make these bulky instruments (especially drums), pack them up, ship them over the sea, get them to you, and, from there, dump them in landfills. A lot of plastic and oil in our new oil-short, global-warming reality. And, if this recession should have taught us anything, it's that we're going too much in debt buying too much useless crap from the Chinese. Something has got to go. And I think shoddy plastic Fisher Price drum kits will be first in line.

And, perhaps most significantly, these games consume a lot of space in stores. You want to know when there will be serious blood on the walls in the music game business? It'll be when some executive at Best Buy looks at the enormous amount of precious floor space taken up by big, bulky Rock Band and Guitar Hero boxes, remembers the sloping sales, and says, "Enough."

What Is the Future?

Of course, music games will remain a profitable little niche in this huge industry. Nothing that generates as many sales as Guitar Hero 3 had can ever disappear. But how will it evolve in a sustainable form?

First, games with vocals will always do all right. Microphones are small and easy to make. People love singing drunken karaoke. SingStar fans have nothing to worry about.

Guitar games will always survive. Fake plastic guitars are relatively small, flat, and easy to pack. Stores will always have a small section with two or three brands of plastic geetar. Borderline Asperger's cases like me will always have little, bright lights to hit.

Which brings us to my beloved drums. Harmonix did an amazing job of creating a mode of gameplay which sits interestingly in the shadow zone between video games and real instruments. Fake plastic drums are awesome. But let's face it. They're big. They're bulky. They don't last long under heavy use. (No cheap plastic toy will withstand being hit with a stick thousands of times.) And they aren't popular. The current mode of fake drum playing is just too tricky for the casual types these games need to live.

The drums will have to go. And when they do, band games will have to go too. Music games will fragment into singing games (for the many who love that) and guitar games (which two people can play, instead of four). Rock Band, if it survives, will still provide drum charts for the installed base. But in a few years, when we go to the next generation of consoles? Forget it.

And, someday, we will look back on the Great Music Game Fad and remember the glut of titles and the mountains of instruments at Best Buy and the $299 video game controller and go, "Wow, what was that all about?" and laugh and laugh and laugh.
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Posted in everyone will hate this, fad, guitar hero, rock band, whistling past graveyard | No comments

Wednesday, 13 May 2009

Guessing What Is Going To Kill Me, Pt. 2

Posted on 15:39 by Unknown
Last week, I started to ponder what could put Spiderweb Software (and, by extension, any small Indie like us) out of business. Pretty fun recession chit-chat, huh? This week, I continue my litany of pessimism.

What could grievously wound, or even kill, our business?

The Rise of the Netbook - Netbooks, those cheapo little laptops for web browsing and other undemanding activities, are taking off like crazy. Every one of those that sells removes a possible customer, who likely would have otherwise bought a more expensive (but not actually expensive) machine that could run my games. This wouldn't be fatal, but it is a constant shrinking of the possible customer base.

And that's not even addressing the fact that many of those machines run Linux. Supporting three platforms would overtax my feeble brain.

Likelihood - It's already happened. When I released Geneforge 5: Overthrow for Windows, I received constant cries of woe from Netbook owners who couldn't handle its extremely low system requirements.

But I'll swallow it. People who like games generally still buy machines that can play games, and there are no Netbooks on the Mac side. Also, a lot of Netbooks can run my games. So I doubt it'll be a real problem, but only because my hardware needs are still very low.

It is still frustrating to get chewed out by someone who is ticked because his $250 machine can't run games. Well, yeah!

Piracy Becomes So Trivially Easy and the Recession Becomes So Intense That Hardly Anybody Buys Games Anymore - Pretty self-explanatory.

Likelihood - Again, this has already happened. Recent estimates put the PC piracy rate at around 80-90%. Even I am not cynical enough to believe that the percentage of honest people around here will drop below ten percent. And yet, that tiny minority of virtuous people is enough to keep me in business.

Once, I actually worried about something like this would happen. And then it did. And yet, business is strong. I think this shows that even nightmare scenarios can be surprisingly survivable. In other words, predict and prepare, but don't panic.

I Go Insane Or Burn Out - When you work alone creating for a very long time, you can get awfully eccentric. Or even crazy. Or you can just burn out or get terminal writer's block. It happens all the time. I have dreaded it every day that I've run this business.

Likelihood - Sadly, high. It's only a matter of time. The Internet is robust. The software industry is robust. That couple pounds of fat and electrical impulses I carry around in my skull? Sometimes, it feels very fragile indeed. I never know when I'm going to come downstairs, sit down, stare at the blank screen, and go, "I got nothin'." And that is the end.

But that's not the thing that really keeps me awake at night. This is ...

I Write a Bad Game - Next year, I'm going to make a whole new series, with a new game engine and IP. This is always risky. I might sink a bunch of money and time in it, and it will fail. Remember, anything new will make you lose a chunk of that reliable customer base that keeps you alive. If I don't replace what we lose? We have a pretty good cash and sales cushion here, but it will never be enough to survive one big flop.

Likelihood - Inevitable.

I've had a pretty good record with my games. None of them have set the world on fire, but they have almost always at least broke even. I've only ever written one game that didn't sell enough to make it worth the time. And, when I followed it with a game with mediocre sales, we almost went under. It happened once, and it will happen again, and worse. Everybody produces a real stinker eventually. And, when that happens, it will very likely be the end. It's something that every small developer has to face. Either get absorbed by someone bigger, a company that can survive some shocks, or face the fact that the wolves will catch you eventually.

Everyone and everything ends. Might as well make your peace with it now.

And that is the litany of doom, from paranoid delusions to an honest assessment of my own mortality. I hope this has been a vaguely interesting peek into small-business world.

Oh, and I just finished Plants vs. Zombies. I have a lot to say about that, next week.
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Posted in business stuff, death, whistling past graveyard | No comments

Tuesday, 5 May 2009

Guessing What Is Going To Kill Me

Posted on 20:49 by Unknown
I think it's a good idea for anyone in the software business to try to predict the thing that's going to bankrupt them. Of course, that's a good practice in any field, but it's especially important with computer stuff, since the industry moves so fast.

So what will put Spiderweb Software out of business? Or deal us a serious blow, one that won't kill us alone but, in combination with other hits, could knock us down for the count?

The Destruction of the Internet - The Internet was not made to be this mega-global network used by everybody. As time goes on, more flaws show. When e-mail was new and exciting, we didn't see what a horrible mess spam would make of it. Maybe a series of viruses or other new hacker trickery might make the network unusable. And then I am screwed.

Likelihood - Very, very low. It's hard to imagine a hacker trick that could defeat everyone else on the Net. But it is very helpful to remember that the health of my business is inextricably tied with that of the Internet.

The Internet Being Remade By All-Powerful Corporate Interests - They're working on Internet 2.0. Maybe they will make it, and it will take over and only let giant businesses with tons of money function on it. Or Internet Explorer will decide to stop working with all websites and mine won't make the cut, or Windows will stop running demos not specifically cleared by Microsoft and I won't make the cut, or ... or ...

Likelihood - Sorry. I can't stay to answer that. I have to go make my new tinfoil hat.

I know, this stuff sounds crazy. But, years ago, when someone downloaded a demo of my games, Internet Explorer didn't try to scare them into not running it. Now it does. And I am not the only one who worries about these sorts of issues. It's very important to look at the programs your business absolutely needs to function and consider how they could be used to cut off your air supply.

Banzai Lawsuit From Hell! - Someone's son goes crazy and shoots up his school. The parents find a bunch of computer games on the kid's system, one of which is mine. They start suing, and I get caught up in it. From there, there's all kinds of ways for things to go real bad.

Likelihood - I want to think it's low, but ... Liability insurance for computer game makers is CRAZY expensive right now. I pay a LOT. When insurance companies are scared of taking your money, don't get too cocky.

People Stop Playing Games On the PC - The PC game industry has seen hard times in the last decade. If you aren't making money through monthly subscriptions, the world doesn't look pretty. You could probably be making a lot more money developing for consoles.

Look at it this way. I used to play tons of PC games. Now I play console games almost exclusively. You see, I can play console games on my couch, upstairs, where it's nice and warm. To play PC games, I have to be down in the basement with the cold and the spiders. And when you look at the sort of product you create and go, "Well, yeah, I don't really like that sort of thing anymore," it's time for a reality check. Now.

PC single-player gaming is dwindling. Maybe it'll dwindle too much.

Likelihood - I wonder. If this happens, it'll take quite a while, but the trend with PC gaming is unmistakable. But hey, I'll be one of the last people left writing PC games, so there'll be no competition and I'll make tons of money, amirite?

The Macintosh Dies - People have been predicting this for years and years. And the Mac is half my business. If it goes away, I probably will too.

Likelihood - Once high. Now low. Whatever I might think of Steve Jobs, his revitalization of the Macintosh brand has been crazy good for my business.

Hmmm ... This game is kind of fun. I think I will continue the litany of impending doom next week. Some of the threats get mighty plausible.

And this is a game you can play along with at home. What do YOU think will put me out of business? Tell me in the comments.
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Posted in business stuff, whistling past graveyard | No comments

Thursday, 30 April 2009

Some Morbid Reading For Your Day

Posted on 12:12 by Unknown
As the years passed, I have seen a lot of Indie developers rocket past me, just because they are more talented and courageous than I am. Stupid Braid and World of Goo, getting all big and famous by earning it.

I have spent a lot of time envying Introversion, for getting success by being so damn innovative and good. Which is why this article about the grim state of their business really bummed out my day.

We all say it again and again, but it bears repeated. Indie development is a rough way to make a living. One or two missteps can cast you into the Abyss. Not long ago, I released two unpopular games and almost went under. Only the good fortune of writing one big success saved me.

I will feel bad if any currently operating Indie, even a direct competitor, goes under. Because, to quote an excellent book, "A marketplace without a competitor isn't." We compete, but we're all in this together. When one of us does well and gets people to go, "Hey, I should look for more games like that," it helps us all. Anyone who gets introduced to RPGs by Eschalon is just waiting to become my customer.

So good luck to Introvision. Survive and keep showing that Indie gaming can be more exciting than just 90s-style RPG retreads.
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Posted in braid, cowardice, indie, introvision, whistling past graveyard, world of goo | No comments

Monday, 6 April 2009

Couple More Quick iPhone Thoughts

Posted on 14:44 by Unknown
Thanks for the great comments on my iPhone post. I did want to quickly address two points people made.

It's so agonizing missing a Gold Rush. The New York Times is taunting me with tales of untold wealth I have missed. But I still think I made the right call.

First, some pointed out that the iPhone has some people who play it seriously, like multi-hour sessions on a train or whatever. I have no doubt that there are a number of users who play long sessions, but the apps that are selling like crazy really seem to lend themselves to short sessions.

When in doubt, my main business rule is this: I always make the sort of game I would want to play. If I don't do that, my heart isn't in it. Even if a large percentage of iPhone users wanted highly-involved 40 hours games (which I still doubt), I sure don't use my iPhone that way.

Second, someone suggested that I write a quick app for the iPhone, to try it out. Throw something together and see if it floats.

Here is my bit of advice for aspiring developers:

NEVER, EVER JUST THROW SOMETHING TOGETHER. IF YOU CAN'T GIVE IT YOUR ALL, DON'T DO IT. BECAUSE THE PEOPLE YOU ARE COMPETING WITH ARE GOING TO COME AT YOU WITH EVERYTHING THEY GOT.

It is theoretically possible to put a small amount of time into something successful. But when that happens, you will have made something very easy to rip off, and your profits will eventually fade. So I really hope you had a Tetris-quality idea makes you a millionaire quick.

As for me, I write RPGs. And I don't think it's possible to really quickly write a Diablo or Rogue clone which will hit the sweet million dollars spot.

Of course, I might just be whistling past the graveyard, trying to convince myself that I didn't just pass up on a chance to make a fortune. But I, like all small business owners, have to make lots of decisions all the time. At some point, you just have to live with the calls you make and go on to the next thing.
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Posted in cowardice, gold rush, iphone, whistling past graveyard | No comments

Monday, 30 March 2009

A New Article on IGN RPG Vault.

Posted on 09:10 by Unknown
My latest View From the Bottom article, the first in a long time, is now up on IGN RPG Vault. It's called "We're All Charity Cases Now," and it's about how we makers of single-player games should be adjusting to a world where people only pay for our games if they want to.

Adjusting needs to be done, and, little by little, people are getting there.
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Posted in drm, view from the bottom, whistling past graveyard | No comments
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