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

Causes of the indie Apocalypse (maybe)

So everyone is talking about indiepocalypse, or however we pronounce it. Basically there is a fairly broad consensus online that about a year ago indie development was like this:

money

And that now it is like this:

food

Here is my take. Short answer: yeah, sort of, and it was pretty obviously coming.

I think it is MUCH harder now than it was a few years ago, at least for indies, but I don’t blame (as many people do) all of this on steam ‘opening the floodgates’. It wasn’t like it was *illegal* to sell games on the PC without being on steam. I managed quite fine (even bought my house) before I ever managed to get a game on steam. The opening of steam to thousands of new indie devs made it much ‘easier’ to sell online…and that is the core thing here.

Basic classical economics tells us that corporations in a working market will earn ‘normal’ profit. That is, given the chances of failure and thus the risks of investment, the return of investment in a market will equate to the general market rate of interest. In other words, if I can get 2% on my savings in a bank, then the normal profit for a low-risk occupation is likely to be about 3-4%, with that extra earnings level added in because self-employment is more risky. Basically whenever you see a ROI earned by a company thats really high, the market has either failed, or an adjustment is under way.

There were a lot of indie Games making a lot of money a few years ago, such as Minecraft, Prison Architect and all of the Indie Game:the Movie hits. Suddenly the idea that indie gmers could make not just the same but MORE money from indie dev than a ‘normal’ coding job was accepted. This generates factor 1:

ATTRACTION FACTOR 1: Perception of riches from indie game development.

In a perfect market, everyone then quits their AAA job and makes indie games, until the likes of Mojang and Introversion make less of a profit. Thats a market correction. However, it was not an immediate correction due to three drag factors:

DRAG FACTOR 1: Making indie games with a small team/solo is FUCKING HARD.

DRAG FACTOR 2: Production costs for even an indie game are out of the reach of the average person.

DRAG FACTOR 3: Access to the market is difficult. (Hard to get on steam).

So the apocalypse has happened because (in my opinion), these drag factors have stopped acting as a block. Why? Well 3 is obvious, steam introduced greenlight, then lowered the requirements to get through it. A lot of indies couldn’t even be bothered to read a handy article on how to sell their games before greenlight. Thats no longer a problem.

Factor 2 has almost vanished for 2 reasons. Firstly kickstarter/early-access is so prevalent that raising money to make a game is no longer impossible (Plus there are now indie publishers like Positech and Indie Fund). Secondly, the production costs have come thundering down due to my controversial opinion that…. drumroll…

…People have started going fucking gaga over ‘retro’ pixel art graphics in a silly way…

Not in a cool, stylish, re-interpretation of such graphics bought up to date in the style of puppygames, or in a ‘amazing twist on the old look whilst still paying homage to it like Fez. Nope. I mean like this:

shower

Now, I’m not saying its a good or bad game (shower with your dad simulator), I haven’t spent any of my precious waking life playing it. All I’m saying is that if you look at that screenshot and then look at this:

wtf

Thats $63,000 gross in 2 weeks. Thats pretty good. Thats not an *indie hit*, but its GOOD. That is probably $200,000 for the developer this year, maybe $250-300k lifetime. Lets be clear, this game did NOT have a high art budget. I’m not sure it had an art budget. Or an artist. But it *doesn’t matter*, because people are quite happy to see through that and thus buy it. Lets be even more clear, I’m not criticizing the game or people who bought it. I’m saying… Costs of development for a game people will buy seem to be insanely low right now…

So it turns out nowadays we can get funding for our art budget easily, if we even need one…we may not do. So that leaves the final factor… Making games is fucking hard.

But wait! Look at the screenshot above. Maybe it isn’t? There wasn’t a lot of complex shader optimization going on there I suspect. Maybe this love of retro games makes the whole argument that ‘games are hard to make’ moot? And even if it does not… Then we have the rise and rise and rise of unity and stuff like it. Plus lets remember that simpler tool like gamemaker can now churn out stuff that runs reasonably well because we all have astonishingly fast video cards these days.

So what do I conclude?

Well conclusion 1) is that none of this is steams fault. Or at least…very little. Its more a shift in tastes and technology than anything else. If greenlight had never been invented, maybe we would have a ‘unity app store’ that was going great-guns right now.

Conclusion 2) is that profits are going to go down…down..down for indie development. These are not the same glory days. This is a market correction, arguably a much needed one.

Conclusion 3) is that there is no ‘solution’ to this other than making great, original games. Even that may not be a solution. Game development is like being an actor or a musician, there are more people that want to do it than there is a market big enough to sustain all of them in jobs. Don’t assume the market equilibrium always happens at a level where you can eat.

Sorry I don’t have happier news. here is a picture i took that amused me instead:

attack

 

 

Announcing Shadowhand

Soooo. Veteran blog readers may know I/We published (but did not develop) Redshirt and that more recently we also published Big Pharma. Well stand back and be amazed (or should that be stand and deliver?) because I’m about to announce the next game we are publishing is…..*drumroll*

Shadowhand!

shadowhand

So whats all this then? Well Shadowhand is a narrative-driven card game. developed by Grey Alien Games, who are the developers of the rather wonderful (and very popular) game ‘Regency Solitaire. Basically I’ve known Jake for many thousands of years. He plays guitar and likes Star Trek, which may not be required in a game pitch, but it can’t hurt. Also, he is very good at game design, especially the whole gameplay/user-experience/balance stuff. Grey Alien Games are basically casual games veterans who are going to bring the accessibility and interface sense of the casual games market to the hardcore gaming crowd. Trust me, I’ve played a lot of incomprehensible indie games on steam, this sort of ‘make sure the game makes sense’ experience is badly needed :D.

small_cards

It is VERY EARLY days for Shadowhand, but I can tell you this: Set in late 18th Century England, we follow the story of Lady Darkmoor, a beguiling young aristocrat who masquerades as the notorious highwaywoman, ShadowHand. Fleeing a crime scene and forced to act under the cover of darkness, Shadowhand will stop at nothing to retrieve an incriminating family jewel, and in doing so, safeguard a woman she holds dear. Its kind of part visual novel, part collectible card game, and its going to kick highway ass.

Best of all, the game is being debuted (in early,early can we even call this alpha? mode) at EGX in the UK in a place called Birmingham THIS VERY MONTH…at EGX. So if you happen to be going to the show, PLEASE come along to the shadowhand booth and mock Jake and Helen who I am assured will be dressed in rather ridiculous outfits.

For now the placeholder site is at www.shadowhandgame.com. Many more exciting details to follow…

 

Democracy 3 new update coming

Soo…remember back in the early days when dinosaurs roamed the earth and I released a political strategy game called Democracy 3? I do. It was fab. And of course it still is. I’ve rel;eased 3 expansions for the game since its original release, and all have proved to be very popular. After that, I turned towards making Gratuitous Space Battles 2, which took FOREVER, and also worked with Tim from Twice Circled on shipping Big Pharma, a 3rd party title. What this means is that its been a long time since the core Democracy 3 game got any attention, despite being very popular.

dino

I’m working on a patch for Democracy 3 (Plus other stuff…to be revealed in a few months), to fix some issues that have come up, but mostly because revisiting the game with fresh eyes makes me spot a bunch of stuff where my older, wiser self goes ‘why the hell is that dialog so small?’ and ‘why don’t we just show the policies that affect intelligence reports here…?’ and similar stuff. This is not going to be a new expansion, or a sequel, just a patch, that fixes some stuff. I’ll also possibly attempt a little bit of re balancing, and add and tweak a few relationships and effects which should be there but are not.

The biggest change will be new achievements. Personally I love achievements, and I’m adding 12 brand spanking new ones with the upcoming patch. They include some arguably negative achievements, like creating an apathetic electorate and huge inequality. They should be fun things to shoot for :D.

ach

So why do this? I guess I have both business and personal reasons. Personally, I like my games to be as good as I can make them, and there were a few GUI things that bugged me about D3 on second look, so fixing it makes me ‘feel better’ about the game. I know some people enjoy the prototyping phase, but personally I love adding final polish to games, especially GUI-wise. I’ll feel prouder of the game when this patch ships in the next few weeks.

Secondly, as people start building ad-blocking into browsers (seriously…wtf?), and everyone starts happily using adblock, and as the whole system of being able to market games in 2015 collapses into a loud shouty smorgasbord of a million desperate game developers screaming to be heard at the same shows, desperate for coverage by the same youtubers, with price wars escalating to the extent that I’m amazed nobody is offering to pay me to own their games yet…Its pretty clear that one ‘marketing’ technique that still works, is just making a better game, a bigger game, a more feature-packed game, and one people market for you, because the word of mouth is so good.

In short, money (and time) spent on an update for Democracy 3, is kinda good PR. I’m still supporting it, its still getting better, surely thats a good thing. I guess we will find out soon :D

Big Pharma Released!

So its that day! The lab management/strategy game Big Pharma, developed by Twice Circled and published by Positech Games is officially released. woohoo! Its now playable in English, German and French on Windows/OSX and Linux. Plus you can now grab it from Steam as well as the Humble Store as well as GoG or direct from us. Hurrah!

Games take a long time to make, and a lot of work, blood, sweat, tears, and debugging. The first time the phrase ‘Big Pharma’ was used between us was on 21st February 2014, and we were going back on forth on ideas and names before then, so its at least eighteen months in development. That may not sound long by the standards of Duke Nukem et al, but it is a long time to stay focused on one game as an indie. Hopefully its going to pay off :D

release

I’ve released a lot of games, I’ve been doing this for ages, and am in a lucky position that if a game doesn’t do well, I can shake it off, at least theoretically. However, emotionally, you always get wrapped up in anything you work on. Although this is Tims design & code, I also feel like I’ve nailed my name to it quite brightly and obviously. Publishing a game is a bit like getting up on stage in front of 10,000 or 100,000 people and shouting ‘I think this is awesome! whose with me?’, and then waiting to see who cheers. Kinda scary.

Its even more scary these days because most games sales figures are ‘more-or-less’ public on steamspy, and you can see how well a game is doing. Other stores are available, and there is a margin for error…but even so…

roulette

One of the scariest things about shipping a game as a publisher is that you have basically placed a bet of somewhere north of a hundred thousand dollars on someone you met 18 months ago…and then on release day, with no guarantee that it was a good bet, you have to double-down on that bet and spend MORE money letting people know about the game, with ads etc. The REALLY scary thing about being an independently owned publisher is that this isn’t shareholders money, its MINE. If I fuck up, I could not only look stupid, but have just lost a bucketful of money as well. This is something that I think British people take to heart more than Americans. In the USA failure is ‘a step on the ladder to success’. in the UK its just failure.

Thankfully Big Pharma is a fucking excellent game that I am myself totally addicted to. I suspect it will do just fine :D.

 

School sign is here!

Oh crumbs, a picture of me smiling. Thats ruined my carefully constructed angry online persona. Pretend I just kicked someone and am laughing at their pain.

smiling

Thats the cheeky sign we will have stuck in the office of the school we are building in Cameroon. More details go here. basically Positech games is building a school in Africa because we are such wonderful people. Not a fan of weird pictures of cliff smiling? Hmm. heres a picture of me by my house instead.

abbey

Ha ha! Not really. My house has a different shaped roof. Plus thats where they film downton abbey, which weirdly is not filmed in my house.

Don’t worry, I’ll blog about games soon. Big Pharma is coming out soon. OH YES.