Game Design, Programming and running a one-man games business…

Shadowhand coming on 7th December, New trailer!

Before I go any further in talking about the card-battling RPG/Adventure?Visual Novel/Unique game we are publishing called Shadowhand…check out the trailer..

If you have not heard of the game before, its an interesting mash up of a whole bunch of genres. The basic card game is solitaire, but revved up to the max with power-ups, special cards, and a unique ‘combat’ mechanic version, all wrapped up in a cool story about an 18th century highway-woman with two identities. I recommend checking out our website with more information about the game here.

Shadowhand is being developed by Grey Alien Games and published by me. The game was originally planned to come out about a year ago, but the games scope changed a bit which pushed it to January, and then…well to cut a long story short, it took longer than expected, but the end result is truly awesome and I’m very excited that we are about to release it to the world.

Oh yes…I haven’t mentioned yet that the release date is now 7th December. Thats a proper, public, its going to happen release date, even if I have to break down jake’s door with a bat-leth and grab the final build from his desperate claws to upload it to steam…

Shadowhand will be extremely interesting as a publisher (although TBH I am moving away from publishing games directly now), because it represents a unique experiment. The developers (Grey Alien Games) have a lot of game development experience, but that experience has mostly been in casual games, of the sort normally sold by the big casual sites like Big Fish games, and back-in-the-old-days, RealGames and Yahoo Games, IWIN and so on. It was all those years ago that I first met Jake, who was selling games through those sites (and eventually went to work for a big casual games developer) at the same time I was selling Kudos and eventually Kudos 2.  There was a time back then when a decent, experienced indie game dev could make a reasonable liviung from making casual games and selling them direct, and also through the big portals for casual games.

All that changed with the consolidation of casual games publishers, combined with a shift for that game style to first facebook, and then mobile. This led to lower revenues per game, lower game prices, and a miniscule revenue share for the actual game developers. Suddenly the smart money was in ‘hardcore’ games on steam and GoG, instead of the ‘mass-market’ casual games often sold to ‘soccer moms’.

Thats a long history to explain why the developers behind Shadowhand have so much experience, but so few well-known games on steam. The problem was, selling on steam was ‘different’ to selling casual games through other portals. Also, the level of polish, game design and user experience often demanded by casual games was often actually higher than the typical indie steam game. This is especially true now, where most games launch into early access with bugs ahoy and placeholder stuff everywhere.

So together, me and Jake hypothesized that he could take his design skills and experience of user-interfaces and game-polish, and bring that sort of game design to steam gamers with a suitable theme. The idea for shadowhand was thus born. If it works, it proves there is a gap in the market for taking what casual games do best, and applying them to serious hardcore game designs for the steam audience.

I strongly think its going to be a success.

Shadowhand will be out soon for $14.99, 10% off at launch, and you can add it to your steam wishlist right now, (which might be a good idea, as you will get a reminder on launch day). If, in the meantime you have a need for some similar entertainment, Grey Aliens previous game ‘Regency Solitaire’ is already out on steam…

(Nothing to do with me, this is a game Grey Alien Games made and sold themselves).

Your game sells…because your game sells. (or the opposite)

How many people are playing PUBG now? 2 million? 2 billion? 2 trillion? Whatever the number, we know its insane. We also know that its player-growth was not slow and steady, but what seemed to be an accelerating exponential growth. It seems that pretty much everywhere I go, I keep seeing those same exponential graphs of growth. A few things are growing at an incredible rate. Its not especially relevant, but lets look at the robot company KUKA and its share price:

Holy fuck. Now one could argue (and I do), that this is people suddenly realizing the potential for future revenue and market share that a long established high quality robotics firm has in a super-accelerating market. But one could also argue that its just the herd mentality, or people buying KUKA because other people have bought KUKA. Be honest…if you have savings you are thinking about it now aren’t you? FWIW, I’ve doubled my investment :D

I remember a long time ago standing in a physical store (GAME) fondling a boxes copy of world-of-warcraft. I was not the target market for the game. I didn’t really play MMO games, I didn’t like fantasy games, I was not excited by the name, description or the videos I had seen. But there I was, holding the box thinking that maybe I should play it too.

Maybe I SHOULD play it TOO.

Bizarrely this is normal, and in some ways primitively rational. if everyone in your cave is only eating the red berries, you only eat the red berries. if everyone else flees from the tiger, you do too. Its a decent survival instinct when it comes to identifying both danger, and a decent source of food. Its absolutely fucking useless when it comes to entertainment.

I saw the comedian Stewart lee live last night, and he has a hilarious rant about people asking him if he has seen Game Of Thrones. I especially loved it, because I dont watch Game Of Thrones, but the SOCIAL PRESSURE to watch it is quite high. I even tried an episode of Westworld (FFS can they squeeze any more sexual violence or rape fantasies into a single episode?) because ‘everyone’ was watching it…

And I admit I am part of the problem. if you haven’t seen Silicon Valley, I will lecture you on how you should, because its awesome, everyone agrees etc…

So how does this relate to games and indie game development? Well basically there is a line, somewhere, and above that line, you go into a positive spiral of awesomeness. More people play your game, so more ‘friends’ see that their friends are playing, and they grab the game too, then steam notices that the time played and the ‘conversion’ is going up, so it gets displayed to more people, so more people get the game, so more streamers notice it and start wondering if they should stream it and…

And there is also another line. below this line, nobody is playing the game. The steam forums are empty because nobody has any questions. Nobody sees their friends playing, and the game is not in any charts. Nobody streams it, because nobody is playing it. Nobody is buying it so the dev earns no money for any PR. No journalist writes about it because frankly nobody is playing/streaming/tweeting about it…and down we go into the vortex of failure.

As a games producer/marketer/business person, your job is to aim for the high line, and live in fear of the low line. Be aware that 95% of indie games are below that second line. How can you fix this? There are basically two systems at play:

OPTION 1:  MONEY

Basically this is ads, and its also stuff like appearing at every show, and getting in the faces of taste-making players, streamers, bloggers and so-on. Appearing at a show is EXPENSIVE and its basically advertising. You do this if you have money. If a show takes 4 days and costs you £4k, then you have to be a pretty successful dev to be worrying more about the time than the money in that case. (Even then you can reduce the burden by hiring someone to go to the show, or only sending 1 team member).

OPTION 2: TIME

Social media is your friend. Hang out on every game forum, every social media site, post about your game, the making of your game, the financing of your game, the support of your game, everything. Reply to every comment thread and every review. make every customer feel special, even the angry ones. Aim to turn every player into a fan, listen to every concern and promise to address it, keep the players informed as to what you are working on. All of this is free, but really time consuming. take this option if you have no money, but are young and enthusiastic, or have a team size > 1.

Also be aware both systems rely on you making the best game you possibly can. That goes without saying.

Me? I tend to choose option 1 because a) I am time-limited, b) I live in nowheresville and 3)I’m not very extroverted. The big question is probably ‘where is the line’. To be honest, I’m not sure, but I know its definitely above $1,000 a day in steam revenue. I have some evidence that $2,500 a day in revenue will be self-sustaining for a long time, but below $1,000? thats not momentum at all, thats just heading into a downwards spiral. YMMV.

 

More production line game balancing

Balancing games is really HARD. I’ve posted before twice about using stats to fine tune Production Line, mostly because I ma better with hard numbers than I am with reading forum comments, reddit comments, facebook comments, emails, reviews on steam and everything else the community has to say in order to draw conclusions. people generally dont comment on a game, so the 1% that do can give you a very skewed view of what is going on, and I want to ensure I am working to effectively improve the game for everyone. With that in mind lets look at some stats.

Here is a graph showing the progression within games from 50-500 game hours, expressed as the median value.

It looks like I kinda screwed up with build 1.32 and it was too generous(easy) in the long run, with the median player having buckets too much cash. I prefer the way things are now, although TBVH cash accumulates too much at the end anyway. This may be the effect of outliers running cheats though? If I look at the distribution for the current version I get this:

Which has a log scale and shows that we definitely have some people cheating at the top end, but a fair few people who have more than $100mill in hour 500. A cluster seems to be around the 1-10 mill level which is fine. overall, I dont see any major balancing issue here. Now looking at profit margins:

I really dont want the player to have significantly negative profit margins over the course of the game. Its fine in the short run, as loans can allow it, but not indefinitely. It looks like the last two builds did a decent job of preveting catastrophic meltdowns over the 100-400 hour mark, but I could still do with tweaking the marketplace to stop that negative margin being so low. it looks like the system is good at preventing excessive profits, but can resulty in unsustainable losses, so I’m going to need to tweak that a bit.

This chart is showing how strongly the AI competitors compete with the player. it looks like I made no noticeable impact on this in the last build. The AI basically runs on maximum from when you reach the 200 hour mark. This is probably related to it over-punishing the player and causing that negative profit margin. It looks like I just need the AI to back off a bit quicker once it starts having an impact on the players profit margins.

All fun stuff for me to think about today, and then tomorrow I’ll just be doing final testing before releasing build 1.34 to the wild. Talking of which…

I am increasing the price of Production Line tomorrow from its current $15.99 to $17.99. I thought this was a good time to do it, as I’ll be adding the new exciting Pickup Truck to the game:

As well as lots of new animations, and we are getting closer to the eventual point where it gets described as ‘beta’ and then eventually ‘released’. The games price has been the same all through Early Access so far so I thought it was about time. if you want to save yourself $2 you can grab it from the link below. (or steam/Gog). If you are enjoying the game, positive reviews are always nice to have :D

Fixing / Improving game review systems, for gamers and developers.

A few thoughts I’ve been mulling over for the last few weeks, concerning steam, and most relevantly, the steam review system.

I like the idea of product reviews. So many people try to sell you crap with a lot of marketing bullshit and vague promises. Reviews are a powerful weapon which allow little-known but great products to rise to the top, and punish the superficial, poor-quality crap with big marketing budgets. Done correctly, reviews are a win for the consumer and for the developer. Consumers get unbiased purchasing advice, (and lots of it), and also a voice for their opinions, and developers get a free marketing department for good products, and constructive feedback on why some customers are unhappy.

Of course, that is all theoretical, the real impact of reviews depends vastly on their implementation. In many ways, the steam implementation is extremely good, and actually better than the implementation you see on some other websites. Firstly, you have to actually have bought the product to review it, which eliminates 95% of dubious reviews. I could easily go and review my neighbours B&B on google and say it sucked, if he is someone I don’t like, but with steam, if I wanted to maliciously give bad reviews to every other developer’s strategy games, I’d have to buy them all, which acts as a powerful brake on people just acting like dorks.

Also, steam lets you rate reviews as helpful or unhelpful, which is cool, but AFAIK this has no impact on the extent to which a review is counted towards the review score. This is a tough line to walk, because AFAIK anyone can rate a review without being a customer. If steam allowed review ratings to influence review scores, then you are back to square one with the malicious review-manipulation issue. The review-rating system is presumably a nudge towards  encouraging thoughtful reviews, which probably works to an extent, but you still have a problem that people may leave a bad review for the wrong reason such as ‘Developer is a woman/gay/nazi/non-white…’. How can this be combated?

I think the solution is pretty simple, and obvious when you go back to first principles and ask yourself what a review is supposed to be. let me put forward this assertion:

“A review is an objective measure of the collective opinion of customers as to the quality of the product they have bought”.

That sounds pretty fair to me, and when you put it like that you realize that we try to collect such measure all the time in the real world, with question like this:

“If an election were held tomorrow, which candidate would you vote for?”

Yup, opinion polls are basically trying to do the same thing. They are trying to work out what people think of products, in this case politicians and parties. The key thing I’ve realized, is that there is a wealth of expertise and knowledge gained from such systems about ‘how to do it right’, where ‘right’ means predict the real opinion of everyone from a small subgroup. With this in mind, lets look at everything game reviews on steam do wrong:

Problem #1: A self-selecting electorate.

You don’t have to review a product on steam, and you get NOTHING for it, if you do. No steam points, no gems, no chance of a discount coupon, nothing. You take up your own time. As a result, steam reviews are basically like holding an opinion poll where people have to choose to take part, and then take their own time and effort to participate. Any pollster would laugh you out of the room if you tried to predict an election result by waiting for the public to come to you and tell you how they would vote. You get the activists, the extremists, the angry, and also more relevantly, you get people with time on their hands. You would have huge over-representation by the unemployed, the teenagers and the retired. The result is worthless.

Problem #2: A small sample size.

Ask 10 people who will win the next election and you will get a pretty useless result. Ask 100 and its closer, but for a really close election (48/52% style) you are going to need thousands, even assuming that you have carefully ensured its not self-selecting and that the gamers have been randomly polled.

Problem #3: People lie to themselves.

Some political opinions are widely held but publicly frowned upon. In the US, saying you supported trump would be unpopular in some circles, in the UK, supporting UKIP can be seen as signifying racism. In working-class towns, saying you vote conservative is downright dangerous in some places, and a labour sticker in some conservative villages will exclude you from dinner-parties. Pollsters try to find out what people really think and will do, not what they claim to think and do. In gaming, we dont have much in the way of ‘shame’ although its interesting that all reviews are public and non anonymous. How many people dont want to have a positive review of a gay-dating sim visible on their profile? How many gamers wont post a glowing review of a game they love when the developer gets hate due to their political views? Its probably not *that* many. However, we do have a problem where gamers routinely plough hundreds of hours into a game, then give a negative review. This seems…. weird. To some extent, steam should be able to factor this in. Maybe some fudge factor needs to take players median play time into account when computing a score? This is the trickiest area to fix.

 

So the first two problems are EASILY fixed. You just get more people to review a game. Don’t leave it to the bored (mostly young) or the incredibly outgoing, happy to write comments everywhere (again, mostly young) crowd, or the angry mob (people are more likely to review badly when something goers wrong than they are happily when something goes right). Steam needs to do a simple thing… Raise the percentage of gamers leaving reviews above 1%.

Proposal 1 (Meek). Make it easier to leave a review

You can see a big ‘write review’ box on the store page. So whats the problem? NOBODY visits the store page after they bought the game. Why on earth is that big box not on the games page within the steam app itself? This would be easy to do. Also…on the page for a game right now, ‘write review’ is TINY. I couldn’t find it the last time I looked. Even a different color or a bigger font would help. The current UI design for this is incredibly meek. There is a big fat piece of prime estate next to the play button where it could go instead!

Proposal 2 (Bold) Incentivize reviews

The minute you add any reward for anything on steam, you get side effects, so for now lets ignore the idea of giving out steam points, or gems or anything, and just keep it really simple. When you quit a game session lasting more than 30 minutes, if the player has not reviewed the game , pop up a dialog (like the screenshot uploader) asking them if they want to leave one. 95% of them will hit escape, but even if the other 5% leave a review, we have boosted the accuracy of steam reviews by 500% immediately. Concerned about the 30 minute hard limit? fine, make it random for each player/game combination between 30 minutes and 8 hours, so you get a random sampling of play-times.

I’ve been thinking about this a lot, and these are the solutions that I think are a) hard to cheat and b) easy to try. You can even A/B test steam users and see what the effects are before rolling out to everyone. I’m interested to hear peoples opinions on this, and think its always worth discussing this sort of stuff. It applies of course not just to steam, but GoG, Humble, Itch and everyone else. Its in everyone’s interests that game reviews are fair and accurate for all.