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

OMG I am an entrepreneur

I’m only half-joking, but I’ve only recently realized this. I know that the french have no word for it, but it seems I do! The thing is, the whole ‘being an entrepreneur’ thing creeps up on you. I know that people often describe themselves as entrepreneurs, especially in silicon valley, but I have a stricter definition that most, along these lines:

To be a true entrepreneur you need to have actually started a company that has made a profit. you need to have more than one successful product, and you also need to have managed a product where the work is done by other people.

The reason I say that, is there are a lot of people who are really talented, and very successful, and that comes from their ability in that specific skill, not specifically skill at running a business per-se. In other words, you can be an awesome artist, and do well from it, despite being a pretty poor businessperson. That’s not a criticism, in any way, it just gets rolled into being an entrepreneur, which at least in my mind means something else.

The reason I say this, is redshirt. I didn’t design the game, do the art, write the code or any of that sort of thing. Mitu did. I was the publisher, so I made strategic decisions and invested money, in the hope that I’d get that money back and make a return on my investment. That’s how entrepreneurs work, and how they can invest in your coffee shop* without knowing the first thing about making coffee. They probably need to know good coffee from bad coffee, but more importantly they need to understand business/marketing/finance and the most important thing of all: picking the right people and the right business model.

The reason I’m suddenly happy that I’ve had a success at this, is that it’s one of those very intangible skills that I like to challenge myself with. It’s the same reason I trade on the stock market. Judging my my recent performance there, I’m not so good at that :D. Both stock-picking and entrepreneurship are things that NOBODY KNOWS how to do. Studies have shown monkeys picking peanuts can do as good a job as many pension fund managers. There is no mathematical formula for beating the stock market or investing in a business. None. Some people get lucky for a long time, but there is no absolute formula. It’s a combination of research, a lot of gut feeling and a lot of analysis.

In other words it’s a game!, and I unlocked an achievement. Woot. Wheres my little steam badge?

*I drank coffe 20 minutes ago, and this is the reason this pops into my head. That is exactly how advertising works, subconsciously but incredibly powerfully.

 

 

The big wide world

It’s a big wide world out there. What percentage of that world is buying my games? Well obviously it’s a tiny chunk, but more relevantly, what percentage of them are in any position whatsoever to buy my games even if they wanted to?

Well first of all, they need internet access, but frankly there is nothing I can do to help there. Then, they need a way to pay for them. I use a number of stores now, including direct sales through BMTMicro, who will take credit cards, debit cards, amazon payments, Google and PayPal, so that’s a LOT of people covered.

Then they have to speak English.

Wait! What? Lets backtrack a bit. The problem with being an English Speaker is you are historically linked to either the UK, North America, Australia or New Zealand. two of these are remote islands where you aren’t going to routinely travel to see foreign-speaking neighbors. One if a country so huge you can travel extensively and still never leave it. Another had a huge Empire and thus arrogantly assumes everyone understands English anyway… As a result, people who speak English tend to think everyone else speaks it. And they don’t. There is a huge world of non-english speaking gamers out there! Now let’s assume that a lot of them speak a language that requires unicode, and my games don’t support it (ouch!). Lets also assume that some are in developing countries and can’t afford games (or piracy is rife). Let’s assume cultural differences prevent a lot of others from considering buying my games. That STILL leaves a huge audience for them that could be enjoying Democracy 3  and my other games if they were translated. How big? Well certainly bigger than the population of New Zealand (4.43 million) If you suddenly found a group of 4.43 million people who might like your game, wouldn’t you go to the effort to sell to them? I’m planning to.

frenchcat

Democracy 3 can now be bought in English German and as of today, French! (BONJOUR!!!). I may not stop there. The biggest hurdle is simply admin. The hassle of new steam builds, and the management of getting the relevant linux/mac builds done is the bottleneck. This is the LAST game where I will have this hassle. GSB2 will have multiple language support built in from the start and handled entirely by an in-game option. All I’ll need to handle is different store pages. I still have other things to tweak. BMT Micro store pages need to be multi-lingual, as do the confirmation emails and download instructions. I’ve still never sent out a foreign-language press release yet.

I can’t see any reason why the MAJORITY of GSB 2’s sales should not be from non-english speaking people.

In other news you can now get Democracy 3 on the Apple App store, if for some reason you refuse to shop anywhere else…

 

 

Positechs website (explicit numbers inside!)

Positech has been around a long time. I am OLD. I remember before VHS. I remember before CD’s. i was there when Sauron was defeated and men were shown to be weak. As a result, I’ve had a website for a long time, and probably due to mere inertia, it’s got a lot of SEO from inbound links, and a lot of (my) games on it, and therefore, it acts as quite a good funnel for traffic and sales. I’ve also advertised a lot over the years and pointed at it, so that has boosted traffic too.

Lets look at some numbers.

In the last year, my direct sales have been $170,000. That actually surprises me. I thought it was less than that. Not bad for an indie website in these days of ‘everybody buys on steam’. If I look at web traffic I get these stats over the last 365 days:

2,700,000 unique visitors according to awstats

23,000,000 pages according to awstats.

site1

That seems pretty good to me. Maybe some of that is my games checking for updates? If I check google analytics, the site got 1.8 million visits. 417k were from organic search. That’s a decent figure. I’d love to know how it compares with other indies sites, and smaller portal/bundle sites. I should also state these figures ignore redshirts site and the gratuitous tank battles site, both of which have their own base domains.

What this has got me thinking is that in effect, I own a mini-portal. I’d wager indies get a fair few emails along the lines of ‘We are an exciting new game store and we would like to grab 30% of your revenue despite having virtually no traffic, if you agree to sell through us!’. I know I do, and I wonder if those sites have less traffic than me. I have signed deals in the past that have earned under $10k a year in sales through a channel, even under $5k. 5% of my direct sales is more than that. You can probably see where I’m going with this?

I have zero time and mental bandwidth, but I do muse over the idea of saying to indies who refuse to sell direct because ‘it’s too much hassle’ something along the lines of ‘I’ll do it for you, and take 15%’. This is just an idle thought, and I’d have to be very impressed with a game I’d add to my own site. But it is worth a thought.

I have been slowly investing in my site over the year. Check out the forums. They now support facebook, google and twitter as logins, and the individual forums have custom graphics. ooh!

 

What a directx developer does in a steambox world

Elaborating on my last post. Valve have made it pretty clear they are heavily betting on Linux. Microsoft, you missed the ball. You didn’t get the hint. What action did you take to get valve back? Apparently not enough. Regardless… Linux will be big for gaming. It’s 2% of my sales right now. This is going to grow and grow fast.
This is no big deal to me, apart from the fact that Linux also means OpenGL. I currently have my own engine which uses DirectX. What should I do? Here are my options…

steambox1) Do nothing.
Just stick with it. 2%? Even if it goes up to 20% so what? My current system is me doing the directx version, then paying a contractor to handle the OSX & Linux ports by converting it all to OpenGL. This works fine so far. This option is easy, but it seems like I just go further down a dead end. I don’t want to be the last guy using DirectX.

2) Prepare my engine to be more cross-platform friendly
I could re-engineer my code so that it’s more modular and easier (re: cheaper, faster) to port to OSX/Linux. This way I still keep directx, but make things simpler for a future transition. This is appealing because it’s a hedge towards either direction, and frankly engines should be built like this anyway.

3) Learn OpenGL.
This is the hardest because it involves serious work. I know everyone will say ‘it’s really similar’, but being ‘familiar’ with OpenGL isn’t what I want. Being VERY sure I know the BEST way to use OpenGL for my purposes is what I need. I love optimizing. I love pushing to get as rich a 2D experience as the hardware allows. I don’t want to trade a really fast DirectX engine for a slow OpenGL one. This involves the most work, to do it right. There is huge opportunity cost for that time as a programmer. This is also by far the most future-proof.

4) Hire a full time Linux/OpenGL coder.
Not a sensible option for me. I couldn’t keep them busy, I still don’t learn anything, and this is effectively 1) but more expensive and with more admin. All it does is guarantee me availability, but at too high a price.

5) Switch to middleware.
An option for 95% of devs. I hate middleware in general, but I also do something very unusual. The engine for GSB 2 works in a very specific way. At it’s core, it is a heavily optimised, shader & post-processing based, lots of render-target flipping 2d engine that assumes a huge amount of 2D objects. I’m not aware of any engines designed specifically to do this except mine. Plus there are costs in terms of learning that new engine,  which represents investment in something I neither own or control. I don’t like this.

I’m thinking about this a lot. I’m currently favoring 2), Possibly 3). I have discounted 4) and 5). Doing 1) seems lazy. This is something I need to get right at some point this year.
Feel free to add your thoughts :D