And my next guest…

Filed under: business cliffski 9:01 pm January 14, 2010

I did a pre-recorded interview for Canadian radio today. The show is question is this one:

http://www.cbc.ca/spark/

Because it’s a big proper national radio station, they wanted decent quality, so I had to go to the nearest radio studio which turned out to be the historic city of Bath, set for many a Jane Austen novel, and home of lovely bath stone, used for practically every house around here. It also meant having lunch in ye famous Bath Pump Rooms, a very old (1789) building, which just goes to show the elegance, care and grandeur with which people built everything back then. These days we build featureless glass boxes. Bah.

The show itself was quite good fun, I did feel a bit like frasier crane sat in front of a microphone with a light on the wall saying ‘on air’ (although it was pre-recorded). The show was about piracy, and involved me because of this blog post. I’m fine with doing that, but it’s a bit frustrating to be ‘the piracy guy’, just because I’m open about discussing it. There are a ton of hot topics in games I’d love to talk about, the mis-management of projects, development costs, sexism in games, game violence, game pricing, blah blah. Maybe next time :D

BBC interview

Filed under: business, gratuitous space battles cliffski 12:54 pm May 21, 2009

I had two people from the Spanish BBC website at my house this morning to interview me for a thing on digital piracy. It’s pretty cool to be interviewed at all, but it’s unfortunate that it’s about piracy. It all comes from the ‘talking with pirates’ blog event from last year. I don’t really want to be seen as ‘the piracy guy’. I’d much rather talk about game design, or other issues within the industry. They filmed an interview with me, and took some shaky cam footage of GSB. If it goes on-line I’ll post a link here. Maybe I’ll be dubbed in Spanish?

I saw the new star trek film 2 nights ago, and it was weird seeing tons of spaceship debris and escape pods. it’s like they have been playing my game :D Yet more inspiration to make the GSB visuals look good…

Latest message from the pirates…

Filed under: Uncategorized cliffski 9:02 am January 27, 2009

A recent (censored) blog comment:

is your anti-3D rant cos you’re shit at it and can’t code it very well?
most of the time coders who knock 3D struggle with the maths, if that’s you just be honest and say so.

–> Actually I was top in my entire school for maths, took my maths O level* a year early and got an A, with a perfect 100% score in my mock exam, then did pure economics at the London School of Economics. I can do sums thanks

*before you were born.

clearly as you’re just a one-man-band you struggle to hold a candle to a big 3D development so you resort to knocking them.

–>Absolutely, my game plan is to try and bask in the candlelight of big 3D games, You caught me out kid.

“Game designers need to get over the 3D obsession and make more considered design decisions” – Translation: I’m crap at 3D, I can’t do it very well, 2D is about my limit. I’m going to try to pass of my inability as an “considered design decision” YES! That’s it! I’m not crap! I choose to be crap, it’s consideration. Excellent, that fooled them.

–> Yup, 2D is my mental limit. That’s why I make diner dash clones in Blitz Basic, not original simulation games based on neural networks. Again, well spotted!

is the expression “considered design decision” the self-important ramblings of pretentious cXXt? I think yes to all of these!

–> Maybe I am pretentious, but I’m not pointlessly abusive. I know which I’d rather be thanks…

I’m glad you get your games pirated you cXXt. The more they get seeded on torrents the better. Now fXXk off with your silly public polls and asking the public why they pirate your shit. I don’t know why anyone would want to pirate your games anyway, they’re all shit nobody’s heard of.

–> Someone REALLY needs to get laid.

Also, why do you advertize yourself as from “England” is that american friendly? Isn’t your country of origin Britain or the UK? What’s this “England” shit? You’ll be saying London, England next you prententious cXXt. fXXk off and die Cliff.

–> I was born in England. You may disagree, but judging by your ramblings, it was about twenty years before you were born, so I hardly think you have evidence to the contrary. BTW advertise is spelt with an ’s’ here in ‘England’. Also, at least learn to spell pretentious, otherwise you look foolish.

I enjoyed that :D
EDIT: I’ve decided to post the retards later comments so people can see the shit I put up with just for trying to make indie strategy games and stop them being pirated. This is the mentality of the kiddies who are into ‘the warez community’. read and laugh. It amuses me to know none of them will ever get a decent job, because any employers with a brain cell would run a mile from employing people with such an abusive attitude combined with a sense of total entitlement for zero effort.

Enjoy *your* jobseekers allowance kiddies. My taxes pay for it. :D

Patch day, plus sales analysis day

Filed under: business cliffski 1:30 pm January 12, 2009

I just released another new patch for Democracy 2 (1.23) the changes are these:

Married Tax Allowance now makes parents happier
University grants make parents happier
Increased probability of prison riot event
Reduced positive effects of legal aid policy
Bailing out company dilemma now costs money
Creationism policy now affects technological backwater and technological advantage situations
Oil prices now affect the chances of the petrol protests situation
Reduced effectiveness of free buss passes for retired people
New Space Program policy.
New Pirates Attacking Oil tanker event.
Liberals are now angered slightly by citizenship tests
Stem cell research now boosts lifespan

I also have spent all morning doing sales analysis and working out how to keep selling more games. It’s possible that I’m going to always dedicate Monday morning (at least) to being the day where I work on support and marketing for the older games. It’s easy to just ‘forget’ about the old games and get obsessed with the new one, but I can’t afford to do that. My target for all my games is to sell 5,000 copies of each one direct, before I can relax and feel that at least they were not a flop. By this reckoning, Kudos:Rock Legend was a flop, but it did sell OK on Mac, and there are always the portal sales to consider too.

The big problem is web traffic. There are maybe a billion people on-line, and maybe 1% of them play games that’s a lot of potential buyers. The percentage of people who would maybe buy Kudos 2 or Democracy 2 who have actually visited my website must be pretty small. The problem is, it’s not easy to know how to reach them. I currently spend about 10% of my income on advertising. I know some people spend a much bigger chunk, but I use the rest to eat and pay bills. Plus it’s not easy knowing where to find ads that actually convert into real-world sales.

I’ll be back working on the space game tomorrow.

2008 for Positech Games

Filed under: Uncategorized, business cliffski 4:03 pm December 29, 2008

I’ll be away for a few days over new year so will not be blogging. So this is the last opportunity to sum up what happened in Positech Land during 2008.

What I did:

  • I finished and released Kudos 2. Arguably my most polished game to date, although due to the US elections, Democracy 2 is currently outselling it slightly.
  • I finally changed my game engine to support DirectX9. This was long overdue.
  • I wrote a blog post that catapulted me onto the radio, slashdot, digg, kotaku and lots of other places, and got me briefly known as the ‘pirate-sympathising game developer’, which is a bit of a miscast role, but it proved to be a fantastic way to get real honest feedback about my games, and also my website from people who hadn’t heard of me. Also got me my first ever check for writing for a newspaper.
  • I Switched to a dedicated linux server mainly to prevent the piracy article traffic killing my website. It’s MUCH more expensive :(
  • I met up with some fellow indie game developers in Birmingham, got extremely drunk, and then met some of them again in much more local Woking. Finally met people like ‘grey alien’ ‘princec’ ‘papillion’ and the pickford brothers all of which I’d previously chatted to only online.
  • I redesigned the positech website, and made it look tons better than it used to. Short of throwing money at a web designer, I’m not sure what else I should do to it right now.
  • I seriously considered emigrating, because the UK sucks, and the cost of living here sucks. I’m still thinking about it.
  • I changed the blog address to be cliffski.com

What I failed to do:

  • Make lots more money. The profit for 2008 was a bit below 2007. 2007 was a bumper year thanks to some good sales of the original Kudos, and the fact that Kudos: Rock Legend didn’t take that long to make. I still make a reasonable amount of money for one guy programming games, so I’m not complaining.
  • Make the obscure top-secret game. I have this game idea I keep talking about. It’s either doomed, or awesome. I just don’t know yet. In any case, it’s been put back again. maybe a full year while I do this space thing.
  • Hire anyone. I’m still one guy working in a spare bedroom. I’ve employed contractors from time to time to do art and sound and music, but it’s still just me designing and coding. I have thought a lot about how to expand the business, but still haven’t made any concrete steps towards doing it.

All in all, 2008 was a pretty good year. Kudos 2 was fun to make, and I’ve kept the business afloat despite the casual games ‘boom’ narrowing to just remakes of about 3 different games, and the global financial meltdown.

Bottom line is, I’m still here, still making indie games for the PC, not shabby console ports based on movie tie-ins, and there are free demos, mod-support and no DRM.

Happy new year everyone.

82% of World Of Goo players are pirates?

Filed under: business cliffski 6:39 pm November 15, 2008

According to World Of Goo makers 2DBoy:

http://2dboy.com/2008/11/13/90/

And yet, despite this, I’ve been reading comments on the web where people are hurling abuse at them. These are likely from people who pirated the game anyway.

So these guys worked hard over 2 years (AFAIK) to make one of the best original indie games of the year, released it with a demo and no DRM at a good price, and then happened to mention in a comments thread once that 82% of the players stole their hard work, and yet they get insulted and abused for mentioning it.

I’m sick of the attitude of some PC Gamers. Carry on pirating if you insist, but don’t have the cheek to hurl abuse at the people you are stealing from. As usual for daring to suggest something be done about piracy, I got a load of sarcastic insults and abuse from internet trolls today too.

Seriously kids, grow up and get a job, then see how you feel when people take your work for free…

The longer demo didn’t help…

Filed under: business, kudos cliffski 2:35 pm November 11, 2008

When I asked why people pirated games I got a lot of people saying something along these lines:

“Demos suck! They are such a small part of the game. I HAVE to pirate the game to see if the full version is any good, rather than just the bit they showed me in the ‘demo’”

But after a month of trying a very long (60 turns) demo for Kudos 2 I have concluded that this just isn’t true because:

1) The pirates still pirate the game anyway, and

2) The long demo seems to be contributing to a lower conversion rate, ie: people are trying the demo and not buying the game as much s they have with my other games.

Now I know that it is very tricky to work out whether this is because the demo gives too much game away, or whether its a problem with the quality of the game, but given some very good reviews, and some very positive forum and email responses from buyers, I think generally the game quality is pretty good (certainly it’s way higher than the first game). I am guessing that the demo basically gives away several hours of entertainment for free, and it’s just too darned long. So I halved the length of it and re-uploaded a new demo today to see if that improves things.

A GOOD demo (from a business POV) is one where as it kicks in, the player thinks “What? OMG I was getting so into this game”. In a sense, the demo is the first course of a meal, the opening scene of a movie. Give away too much, and you lose sales. Most people will take a free starter rather than pay for a whole meal, and I’m sure a lot of people like me get bored towards the end of todays’ long and tedious movies anyway :D

So hopefully it will work and I might get some more sales…

In unrelated news, check this out. Seems some people are really getting into modding Kudos 2 :D

Kudos 2 On Sale NOW!

Filed under: Uncategorized cliffski 9:50 am October 1, 2008

At last, it’s all done and dusted and the game is ON SALE! This is the first game I’ve released since doing the whole ‘talking to pirates‘ thing. It’s also the best game I’ve ever made, and the one that’s taken the longest, cost the most and involved the most effort to get it the way I want. I’m really extremely proud of the way it has turned out.

All I need now is for people to like it, and buy it, so I can pay the bills! There is (of course) a free demo if you aren’t sure if it’s your kind of game. here is the demo link:

http://www.positech.co.uk/kudos2/demo.html

Here is the website with screenshots etc:

http://www.positech.co.uk/kudos2

The game is set at $19.95 which is a price that’s just low enough that it makes me panicky and Fidgety. I’m hoping that all the feedback I got about the price of games actually makes sense and that more people buy a $19.95 game than would buy a $29.99 one. (and a big enough difference as to end up making more overall). If not, I’m kind of screwed :D I also made the demo more than twice the length of the original games demo, because that was another, possibly fair criticism aimed at modern games.

Obviously there is no DRM on the game, you just download it, install it, run it and have fun. Any feedback on the games purchase process is much needed, as are any bug report because this is day one, and let’s be honest, there is bound to be something that I’ve forgotten due to extreme tiredness, stress and tunnel vision.

Now go try the demo!

Edit: If you could digg this (http://digg.com/pc_games/Kudos_2_On_Sale_NOW) It would really help get the word out, as I’m just an invisible indie game developer unless people get to hear about it. Much appreciated.

Deciphering the good and the bad news

Filed under: business cliffski 9:55 pm September 3, 2008

You can’t trust the news. News on anything is always looking for it’s ‘angle’. I hate that. I’m an intelligent 38 year old human. I can absorb data, and facts and draw upon previous knowledge to generate my opinon. Yet the news, be it global or the games industry news, is laways trying to tell me what to think.

I don’t need the commentators ‘take’ on whats happened in georgia. I want the facts. I will decide what I think about it. And when it comes to a new game, I don’t want hyperbole from some marketing drone that tells me how awesome it is. I want to know what the games about., how it plays, and what’s different about it. Anything that paints a game in a positive light in a press release is clearly pointless.

The most obvious games industry examples of all this are sales figures. For example, check out the awesome sales figures for Castle Crashers on the xbox!!! or check out the tragically disappointing sales of crysis. what a disaster!!! What we don’t have stories on is the 99% of games that sit in the middle of this range. How many copies did Sim City Societies sell? or Pirates of The Burning Sea? or Enemy Territory: Quake wars?

We don’t see headlines about them, because journalists think that unless something is extreme, and they can get an ‘angle’ on it, it’s irrelevant. They also, sensibly realise that just reporting the facts means they are pretty much out of a skilled job. Still… it bugs me. I like to know the facts behind things. I know that which facts you select introduces massive bias, but I’d be happy just with a toning down of the current obsession with having a news ‘angle’. Just throw in a bit of perspective now and then. Don’t quote me the sales figures of a game without comparing it to 3 or 4 others of the same genre and platform over the same time period. Don’t talk about a massive rise in home repossesions, if it’s gone from 0.001% to 0.0015%. Sometimes it’s not clear who the good guys are, or its not clear what to conclude from what has happened. We are adults, we can handle that.

Why copyright will survive

Filed under: Uncategorized cliffski 7:14 pm August 31, 2008

I hear people occasionally calling for the abolition of copyright. Often they use the phrase ‘imaginary property’ to show their contempt for the idea. I have often debated with these people, and found it very frustrating. Many times, I am lectured on economics by them, and have them explain marginal cost to me, on the (false) assumption that price should equal marginal cost in the long term. (It doesn’t, because fixed costs must be repaid to make the enterprise worthwhile, and normal proft must be factored in as a reward for entrepreneurial risk). Anyway…. when debating it recently a great example struck me as to why copyright not only makes sense, but will continue to work even without scarcity.

MONEY

Money is the answer. Money is (just like copyright) a totally artificial construct. It’s a relatively recent invention in human terms, if you count early stone age man., and not all tribal societies even have it. It is a product of our technological society. Once you live in a grouping where you don’t know bob from dave, you need a way of knowing who has done what and who owes who what. Enter money!

A long time ago, we used precious metals as money, gold and silver and bronze coins. And even after we started to introduce paper money, we still had the money ‘backed by gold‘. You could, at any point, exchange the pieces of paper for gold. The transition was pretty smooth, and people soon went from valuing the pieces of paper just like they did the finite precious gold.

Now the obvious problem is that it is possible to just print money. And that’s what we do. It’s how it’s made. We don’t mine for gold any more, we just switch on the printing press. And very very naive governments sometimes try and do exactly that to solve problems. Now and school kid will tell you that printing money is a disaster because it leads to inflation (the money itself becomes valueless). And any idiot will realise that for a society with money to function, we have to have incredibly strong penalties against forgery, and go to great lengths to make it impossible. If tomorrow, someone found a way to print perfect, usable $100 bills, The economy would quickly fall apart.

Now of course, the government doesn’t let that happen. The notes are made using special paper from a restricted supply, the inks are also special. Holograms are embedded into the notes, and a magnetic strip is added. Special combinations of characters are added that photocopiers refuse to print…

You can see where I’m going by now. These are all methods of DRM. They are ways to ensure that you can’t make copies of your money. And they work, no doubt after huge expense and careful policing. Now think about the implications of this… Being able to copy adobe photoshop is worth a few hundred dollars. Being able to copy all music and games in their entirety is worth maybe a few thousand dollars a month from the advertising on your torrent site. A million dollars a year at most. Being able to copy dollar bills is worth billions, maybe tens of billions, maybe hundreds.

And yet we are constantly told that the battle that the pro-copyright lobby fights is unwinnable and doomed, despite the fact that their situation is a thousand times easier than the battle governments fight to control the integrity of their money supply. The DRM on money works, and works practically 100%, because of two reasons:

1) The DRM on a dollar bill does not vaguely inconvenience the user of the money in any way at all. and

2) Everyone understands and accepts that the government has to stop people being able to copy money.

Now one day, maybe, 1) will get fixed, I have no idea how, and right now its definitely not fixed, which is why I agree with the pirates and the anti-DRM lobby that DRM is more trouble than it’s worth. However, I do believe that we need to address 2) at some stage. I cannot see the reason why digital goods IP and money are not equal in this regard. They both are ways of ensuring value is fixed for something that in technical terms can be produced at almost zero cost (printing presses are pretty cheap, even secure ones).

I think this is a pretty strong argument, but never see it mentioned anywhere. Am I missing something really obvious?

(For anyone thinking this is a very different POV to earlier posts, I still stand by all my piracy response decisions regarding demos, pricing and DRM, but am still a firm believer in copyright. I understand the frustrations and justifications behind piracy, but I believe 100% that the producers o digital goods must be fairly compensated for their work.)

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