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

Indie publishing of redshirt (One month into release)

So for those who don’t know, I am primarily a game developer, but I also published a game by another indie called Redshirt. I didn’t write a single line of code, as I recall, although I played it a LOT, and sent a lot of emails, and filled out a lot of spreadsheets and forms :D So the game has been on sale a while now, how has it gone so far?

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Well the main thing is that the game shipped! Yay! it was pretty badly behind schedule, for all sorts of reasons, and took much longer to make than expected. The good news from my POV is that didn’t really matter. I was funding Redshirt from the profits of Gratuitous Space Battles and Gratuitous Tank Battles, so I wasn’t ‘in debt’ to fund a game that then overran, which would have been stressful. The only real downside to the game shipping late from my POV was that it clashed horrendously with the release of Democracy 3. This was a pain because it meant constantly context-switching between promoting two different games at once, and meant I spent a lot of time staring at emails from review sites thinking ‘what games am I sending them again?’ which is definitely a new thing for me.

I’d say that the hardest things about the publishing experience was the grey-areas surrounding design and polish. I’m a bit obsessed with game polish, and this is something that happens right at the end. At that point all you want to do is SHIP IT, and only a *lot* of experience allows you to sit back and go ‘no, actually we should re-do all these buttons again’, and know that it will be worth it. Because the developer (Mitu, from the tiniest shark) hadn’t worked on game projects this long before, there was a tug of war between her naturally wanting to finally finish the thing and me constantly going ‘no I think we need to tweak that again’, which almost certainly drove her nuts :D.

The good thing is, This wasn’t a make-or-break project for my company, so I could be fairly relaxed about it, unlike a big faceless publisher that wants to maximize it’s ROI and frankly doesn’t care if it drives everyone on the developers staff to a nervous breakdown or marital breakup. There was no point in being an indie publisher if I wasn’t happy to do things differently, and more reasonably.

The other grey-area was design. Mitu definitely designed and made the game. it was her idea. The trouble is, I’m a game designer by trade, so naturally whenever I’d check over a build at a milestone, I’d be frothing with a lot of ‘it would be better if you dumped this feature and added this other thing’, and to be honest, I *still* don’t really know where you draw that sensible line between ‘hands-off publisher’ and ‘creative partnership’. This is probably the hardest thing about publishing someone else’s game.

I’ve been in heavy metal bands, and the amount of intra-band argument and ‘creative differences’ you get in a band is HUGE, but at least in a band (an amateurish one), there isn’t a debate about money in there (even an unspoken one). Nobody in a band has any ‘power’ over anyone else. Everyone needs everyone else. The situation as indie publisher vs developer is different.

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I’ll be honest, we never talked this through enough when setting up the deal, but I was always internally rocked by a struggle between ‘I think we should change this, and I’m the guy putting up the money’ vs ‘This is not your game cliff. You need to trust the person who has the creative vision’. This is a real dilemma, and you don’t see it coming. My understanding of the movie world is that the ‘producer’ handles this. He acts as a firewall between the studio and the director to prevent them coming to blows. We didn’t have that, just lots of nail biting and chin stroking by me wondering whether I should suggest X or not. Again, an evil money-obsessed publisher wouldn’t have let this bother them, but I did :D. Without getting all sinister sounding, I am aware that in the modern world money = power. Like it or not, I was the one with financial leverage in a situation with someone I was creatively co-operating with. It’s kinda strange.

Anyway, this all makes it sound like an emotional/business nightmare, but it really wasn’t. It was great fun. I found it a bit stressful, because I was new to publishing. Doubtless Mitu found it stressful too!. Now the game has shipped, I feel very proud of the fact that I published a game by another indie game developer. I would very possibly do it again, given the *right* game and the *right* developer (very very hard to find).

So because I’m me, and probably attract blog readers like me, you are probably thinking ‘yeah yeah, emotions blah blah, did it make money?’. :D

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The short answer is yes. I’ve made a decent return on my investment, although I didn’t calculate my time, which was quite a lot. However, even given some suitable allocation of cost for my time, I think it will make me a profit by January, and a decent return on investment by the middle of next year. The game has not been on sale long, or bundled, or discounted beyond 25%, so there is every likelihood that there is ‘unrealized potential’ there in terms of sales at lower prices. We priced the game on release at $19.95.

For those interested in hard facts, The game was technically in profit in the first week(excluding my time). 21.8% of it’s income has come from direct sales, the rest from GoG, Steam and the MacGameStore. It was only released on the Apple App Store yesterday. Of the total cost of the game (which was mid 5 figures dollars), 19% was spent on marketing, the rest was contractors and development. The majority of the contracting cost was GUI art, as you would expect. The majority of our marketing budget was Facebook, attending Rezzed and Eurogamer and ComicCon. Those events were also very beneficial in terms of usability testing.

So there you have it. Indies publishing indies. A good thing on the whole. Anything that stops people going to banks or big evil megacorps is always good :D

 

 

The games industry has weird taboos…

I tried to advertise with a BIG game-advertising agency through their self-service system to place this ad on a major US games site:

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I got this:

Message from the publisher: I’m sorry, but your ad banner is inappropriate.

Me:

so… why exactly?

Or do I just spend my money elsewhere?

Them:

I apologize, but we can not promote any politics as this is a sensitive topic.

WTF? I bet ads for games like hitman, or GTA, or games where you get slow-mo closeups of people’s skulls being blasted apart by high-caliber bullets are just fine. But discuss income tax? OH NOES THE WORLD WILL END! I saw a clip of mortal kombat on that charlie brooker doumenatry that made me feel sick, but apparently we as an industry are just FINE with that… It’s stuff like this that sometimes makes me ashamed to be in this industry. Half of the industry wants to be grown up and accepted as art, the other half have the mentality of seven year olds. I’m pretty cynical, but I never expected my ads for a game about government-simulation to be too controversial to be shown (for money no less…).

My next game will be gratuitous homicide battles. I bet everyone will let me promote that one eh?

 

Shamelessly single-player

I stupidly bought a racing game in a sale recently which was crap, and I won’t give it the publicity of naming it 9It never worked),. But anyway, before I even discovered that it was a buggy mess, i had to go through a bunch of account-based social-networking bullshit to play the game I just bought. In other words, I had to endure the indignity of a singleplayer game being deliberately forced through a ‘social-games’ sized hole.

There are some games that are social and multiplayer by default. MMO games, clearly, and first-person shooters based on teamwork. Even if the bots were awesome, I’d still prefer to enjoy battlefield 4 with real people. But conversely, there are some game designs and genre that are absolutely firmly SINGLE player and NOT social. City builders are one. Almost all turn-based empire games are another. Single-player games have a lot of plus-sides. You can play when YOU want to, Nobody can ‘ruin’ the game for you. You don’t need to have lots of friends with similar interests. If you get bored, you just quit, without spoiling anyone else’s fun.

For people my age, bought up on the ZX 81 and it’s ilk, gaming was almost always a solitary thing. It’s a thing you spent ages doing alone, a world you lost yourself into, without reminders that the real world was out there. I was a space pilot in Elite, not a kid sat in his bedroom.

These days big AAA studios hate that. What on EARTH does that kid think he is doing sat there alone playing elite. What good is that? He should be tweeting about it, or sharing it on facebook, until all his friends are sick of hearing about elite. What? he doesn’t want to? then FORCE him to by dangling extra in-game rewards in front of him until he tweets about the game. INSIST that the game will not even run unless he signs up for an account with us we can spam. This is the future. isn’t it great?

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No. Not always.

I tweet, I love twitter, I use social networking, I don’t think it’s *that* evil, although people who put their real first school, first pet and date of birth into facebook might as well wear a t-shirt saying ‘please steal my identity’. I never understand that. But anyway… I just think we need to be warned if a game is going to treat us not as a player but as an unpaid member of the publishers social-media campaign group. I Don’t hate marketing or advertising. I use paid advertising, it feels more….honest.

I have a facebook link on Democracy 3‘s main menu. It’s there. It might offend you, but you don’t have to click it, and you don’t ‘get’ anything if you do, except updates on new features which I post about on facebook. If you like the game, I’d appreciate facebook shares and twitter mentions, but I’m not going to bribe anyone to do it, and certainly not going to degrade the enjoyment of people without social media accounts to further my own bottom line. that just sucks.

We have the generally understood concept of ‘DRM-free’, which is great. Maybe it’s time for ‘social-bribery free’?

German translation lessons…

So I’m getting Democracy 3 translated into German, if you didn’t already know :D. This has involved quite a lot of hassle, so i thought I’d jot down some thoughts and lessons learned. Firstly, I’d like to make the business case for it. The case is based on this:

  • Germans love strategy games
  • Germany is the top selling market for the game that does not have English as its first language.
  • The non-English speaking German population is non trivial. (src: http://en.wikipedia.org/wiki/List_of_countries_by_English-speaking_population) at 36%.
  • If I assume that the game has only reached the 64% of potential Germans who speak English, and do the maths, if there is a corresponding bump in sales of the German version, then this will put the port into a decent profit.

Add to this the fact that a lot of people outside Germany also speak German, plus that percentage of people who speak English but would prefer the game in the first language, and I think it makes economic sense. I’m also figuring in some ‘goodwill’ value for translating a small indie game to German.

Ok, so it makes sense, but what are the costs?

Firstly there is the cost of the actual translation. The game has 34,000 words of text, so that is quite a big expense. I know many indie games ‘crowdsource’ this stuff, but I find that a bit risky. Don’t forget some people on the web are just maniacs, how do you *know* that half way through the description for income tax there isn’t a huge racist rant, or maybe a load of swear words? or in my case, more subtly, how do I know the descriptions of the voter types and policies have not been skewed to suit the persons political views offering the ‘free’ translation? I prefer to have a contract, and right-of-redress for any lawsuits/damages/grief…

Secondly, there is the fixing of the code. German is loooooooooooong. A simple word in English is often about 10,000 syllables in German. Don’t believe me? just listen to Henning:

http://www.bbc.co.uk/languages/german/comedy/long_words.shtml

But I digress…. What this means is that a lot of text blocks in the game no longer fit. Buttons are not big enough, titles need to word-wrap or be cropped, and so on. Plus of course there are exciting new characters to be added (only a few), and because Democracy 3 uses bitmapped fonts (pre-rendered) I needed to change code to support that (and re-render them all). The vast majority of this work is just scanning through the code and adding scrollbars to text and ‘…’  where it might be needed. The GOOD news (and another reason to do German first) is that once this is done, if I choose to do French, Italian or Spanish, the text should already fit fine.

And lastly, there is the admin cost. The steam promotional graphics need to be changed. My own webpage will need changing.  I’m planning on translating the trailer. New builds need to be made, and the translated content checked so it works ok. Plus I actually need to upload the stuff. Democracy 3 is about 200 MB on disk. It comes in mac,Linux & PC, so thats 600MB. It goes to my site, BMTMicro, Steam and GoG, and the mac game store. This is a huge number of builds. Now double it for German. I have rural broadband. This literally starts to take days to upload… (You can do a ‘shared content’ thing on steam, but thats only for steam, so I’m keeping it simple and just doing totally fresh builds for everyone).

Will it be worth it? Who knows! I hope so, and I’ll certainly blog about it’s success/failure.

BTW Redshirt is 25% off for a while. Go get it.

 

Strategy games, pricing, and the enjoyment curve.

A lot of the debates about game pricing online take no account of different game styles. Nor do they take account of signaling. All people do is compare games as commodities, and end up with the inevitable conclusion that there is a price crash looming and a race to the bottom. No game should be priced above $5, clearly.

I suspect this is not true, and have the Democracy 3 sales figures to back this up, but all blog articles are better with graphs, so I drew one to make my conclusions seem somehow more real :D.

What do we think happens when we price an indie game at $25 and do not discount it? Well several things. As *many* people point out, the number of ‘impulse’ purchases is pretty low. There are also a low number of purchases from people who are ‘on the fence’ or ‘mildly interested’. But what else happens? There are two rather interesting phenomena at play, which are price-signaling and sunk costs.

First price-signaling says ‘This is a game that will provide lots of value. it KNOWS it costs more than those other dozen indie games, and its not hiding the fact. Look, it doesn’t even have a launch discount. it must be good. The developer isn’t nuts, this isn’t his first game. it must be selling. Look! it *is* selling, so it *must be good*. No wonder it’s priced at $25. Etc…’. price signaling works. it works a LOT. Do you really think a Rolex or Ferrari isn’t taking advantage of this effect? (as well as arguably being Veblen goods). Price signaling is a way of stating the developers confidence in their product. I am a big fan of Bose headphones, despite the fact that the internet hive-mind hates them. I’ve owned 2 pairs. They are much, much more expensive than most headphones and they know it. Maybe I’m a mug, but when I was looking for the *best* headphones, obviously I checked out Bose, they must be good at that price etc… Turns out they are, but would I have even tried them if they cost $50? (Note I’m not saying it’s a con, I’m saying the actual price was part of their marketing, and it was for a legitimately superior product).

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Secondly, we have sunk costs. If you buy a game or $1 and after 5 minutes you are stuck, bored or confused, who gives a fuck? Just uninstall it. But what if you paid $25 or even $50? At that price, you often ‘force yourself’ to keep playing to get your moneys-worth (partly) but also, more interestingly, you don’t want to be seen to yourself to be an idiot. If you paid $25 it must be a good game right? otherwise you judged poorly, and your subconscious self doesn’t like that. We humans are appallingly poor at objectively judging worth.

But hold on cliff, this all sounds horrid and manipulative, are you evil? is this how you justify your horrible corporate greed?

No.

I have a problem with selling  my games because they are complex strategy ones. That means they take a while to learn. I bet the first fifteen minutes of Democracy 3 are not that much fun for a newcomer. I bet the ‘fun’ factor only kicks in at an hour. At that point, you understand how to play. At that point you are hooked, its great, you enjoy it, and its hopefully a rich, rewarding experience.

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So how do I get people to play for that full hour? I charge $25 and use all of the methods described above to get people to play for that amount of time. Ideally NOBODY would then ‘bounce off’ the game. Ideally then, everyone has got at least an hours play from it (actually the median time played is extremely high), and everyone gets to the point where the game really pays-off in terms of fun.

Because simpler arcadey games can be picked up quickly, they don’t need to get people through that initial period of ‘negative value’, or that period is very,very short. So they can price low. Pricing low can be good, it means you can go mass market and get decent word of mouth. It means more virality. Pricing low isn’t bad per-se (although it brings with it problems of marketing costs per unit and payment provider issues etc). but you have to pick the right price for your game. In short, if you are making deep strategy games or games that are unusual, weird, different and have a learning curve, and you are pricing them at $5, I think you might be doing it wrong.

If you really want to think about this kind of stuff, especially the psychological effects, take a look at Prison Architect, and the brilliant way in which they priced their alpha artificially high in order to ‘only attract serious players‘. Brilliant. You get a game PLUS a feeling of superiority and validation. It’s like those ‘exclusive’ products that anyone can buy. I tip my hat to Marks brilliance :D.

Now go buy Democracy 3, it’s only for really intelligent successful and attractive people like YOU.

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