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

Positech Energy. OH YES INDEED

So yeah… I have literally been wanting to type this for years, and I’m finally doing it. There is not THAT much concrete I can announce, but there are plans..real plans..and actual actions…

I’m a big renewable energy fan. If you follow this blog a lot you might know that I have solar panels in my garden (2.1kwp) and also have put some solar panels on a local school (as a charitable thing). I’m a big fan. I also have over the years invested in peer-to-peer networks that build solar farms, through sites like the westmill solar farm co-op and abundance. I got quite into it. It *can* be a reasonably good (and very safe & predictable) investment. I’ve wanted to do a lot more for years.

Luckily, I seem to be unusually good at running an indie game company, and also unusually good at investing the profits, which means I’m finally in a position to fulfill a very long-held dream and actually start a little solar energy company, which I have unimaginatively called Positech Energy. Its a real proper registered company, and everything! It even has an incredibly crap placeholder website that has almost zero content!

So…whats this for then?

I’m a big fan of solar farms, and have read about them a ridiculous amount., I always wanted to build one, not just invest in one someone else built. Frankly investment is easy, and lazy. You just read some financial documents and click a button. You could do it in the bath ffs. Its not the hard work. The hard work is the actual nitty gritty of where the tires hit the road and you have to talk to planning people, and local government, and solar installers, and energy companies, and regulators, and energy distribution companies… and about a bazillion other pieces of bureaucracy… This is what puts people off, and its PRECISELY because this is so awkward, and difficult, and stressful that I decided to do it…

I am aware of just how easy it is to be a ‘slacktivist’. Someone whose idea of activism is using a hashtag, or adding an emoji to their twitter profile. Thats all well and good, but its not even 0.000001% as effective as getting off your ass and physically making a change. I’ve already insulated my house to oblivion, put solar in the garden, bought an electric car, switched to a green electricity provider, and so on. I’ve done the green-investment thing, but really, its only one step up from slactivism. I haven’t really made an impact on the issue I care about: climate change and green energy’s part in all that.

So… I’m planning on building a solar farm. We have a potential site (actually potential site #2 now…#1 fell through), and are in the haggling stages. Its nowhere near me. I wont be able to nip out there to stare at it daily. It is in the UK though. Also… its kinda MASSIVE from the POV of me, but tiny from the POV of the big energy companies.

It turns out that roughly 1MWp is the size we are aiming for. So a peak output of about 1MW, which is quite a lot. over a year you generate maybe 1,000 MW(ish). For comparison to fill (from empty) a high performance Tesla model S is 100kw, so thats 10,000 cars recharged per year. Its also a lot of space, and solar panels. Thousands of them in fact.

The plan is also to incorporate some energy storage (effectively a shipping container or two full of lithium ion batteries wired into the grid). This allows you to get a better price for the power, as you can effectively ‘cache’ it for when its a good time to sell, and also you can sell ‘grid stabilization’ where you allow the national energy grid to rent space in your battery to dump excess power and then slurp it back a few minutes (or seconds) later if they are having trouble maintaining grid frequency. There is an open(ish) market for these kind of services.

This is going to take MONTHS to have any progress whatsoever. There will be a lot of staring at paperwork, and spreadsheets, and emails, and phonecalls/zoom meetings and bureaucracy and nonsense. I’ve already been driven MAD by the insane demands of simply opening a second bank account in a new company name… But hopefully it will be worth it.

Because I love stats, and the free market, and sharing, I intend to be very open about the technical and financial side once we actually have contracts signed. That might be a while…

(BTW I am still working 40+ hours/week on indie games with Democracy 4. This crazy adventure is my hobby. Its not a big time commitment)

Six months in Early Access (Democracy 4)

So yup! Today is the day, according to my calendar. Six months into Early Access on my political strategy game; Democracy 4! Thats quite a milestone, and a good time to reflect on how things are going so far.

The big thing to note is that this is the first of the ‘Democracy’ games that has been in Early Access. In the past, I did listen a lot of user feedback, and released patches and updates to the game, but that was all post-release. Of course, these days the change between being in early access and post-release support is very blurred, and to be honest totally arbitrary. I doubt I will stop improving and tweaking the game just because we declare it to be out of Early Access at some point. I guess the only real difference is the point at which you want to signal to potential buyers that the game is fully playable and content complete enough to enjoy.

Frankly, that point is now. We have committed publicly to adding Italy as a playable country, and that brings the total countries in the game to 9, which I think is pretty reasonable. This is an indie game, with mod support and I don’t think 9 countries is too small a number.

I’ll almost certainly add more anyway…

The thing is, I don’t actually mind being in Early Access. I guess there is a bunch of ‘deferred sales’ from people waiting for me to flip that switch, but I am in no immediate hurry to do so. Having the game in EA encourages feedback and lets players know you will read it, and thats definitely a good thing.

Something else that suggests that we may be complete enough to declare the game done, is our language support. We entered early access with just English but we now support a total of 8 different languages. I am tempted to add Chinese or Japanese at some point, but TBH there isn’t a particularly strong business case there, and translating from English to these languages i quite expensive…

One thing we have not done yet is an OSX port. TBH apple have done absolutely everything possible to put me off ever considering this, even though the game uses opengl and is not tied to windows. Frankly, apple change what they are doing, pull support for things, and redesign their entire business model and dev platform so often I don’t even *know* if they even support opengl any more, and whatever API they support now will change next year, so whats the point? Maybe at some future point when apple have settled down, stopped charging devs for having the honor of making OSX games, and stopped changing the min specs, maybe it will make sense, but until then my advice to mac gamers is to buy a PC.

Anyway, people like stats on anniversaries of game releases, so lets look at some. Here are some juicy steam stats.

  • 1,177 reviews
  • Roughly 58,000 sales
  • Roughly 88,000 wishlists right now.
  • Current review score: 86% positive

Now a bunch of more fun gameplay style stats:

  • Games per day: Roughly 4,000
  • Most popular screen res: 1920px
  • Average framerate: 58.4 FPS
  • Most common event: ‘Share IPO success’
  • Most triggered situation: ‘Technological Advantage’
  • Most triggered achievement: ‘ShuffleMeister’
  • Average Socialism: 39.1%
  • Average Liberalism: 80.9%
  • Average Voter Cynicism: 1.55%

I suspect real world voters are more cynical :D

I know lots of indies would have done a super-complex analysis of that units sold chart with arrows and breakdowns of what each spike was, but frankly I’m too busy and don’t care. My experience is that a HUGE chunk of getting more sales is just improving the game, and that the spikes tend to be steam sales or discount weekends etc. I’m more interested in growing that lower line (regular daily sales) than the spikes. YMMV.

An indie strategy game translation business case. lets do the Math(s)

(My wife is triggered when I say ‘math’ because its American. we say maths here in the land of Monty python)

I have a bit of a rule that I try to follow, that when I am trying to make a business decision, I always calculate forwards not backwards. What I mean by that, is I try not to think ‘I’d like a Polish translation of Democracy 4. is it justified?’. That already sets you on the foot of WANTING it to be. The best way to do this is to set out the number that justifies a greenlight, then to work out the equations as best you can, then unemotionally go with the result.

Democracy 4 is currently in English, French, Italian, German, Spanish and Brazilian Portuguese. The classic strategy game translation pattern is EFIGS. I have added Brazilian Portuguese because it was done by someone who got in contact with me direct, so was affordable.

Anyway. Lets look at Russian, Japanese and Polish.

If I look at Democracy 3, which was translated into Russian and Polish but not Japanese, I get the following full-history revenue breakdown. Note that the game did not *ship* initially with those, the languages were added later.

  • Russian revenue $91k gross
  • Japanese revenue $45k gross
  • Polish revenue $89k

Democracy 3 sold super well, over 6 years with 4 expansion packs, so the total revenue is really good, and obviously Democracy 4 revenue right now is WAY lower, but I’m trying to plan ahead.

Steam take 30%, and there are refunds, chargebacks, and sales tax, so we actually get about 60% which gives me:

  • Russian net income $54,600
  • Japanese net income $27,000
  • Polish net income $53,400

The cost of a translation for the game is roughly $7-9k. It can go higher with more interesting languages like Japanese, so lets say the high end and assume $9k. We are likely to add a fair bit of extra policies etc. over time, and need to keep everything up to date so lets budget for a final $10k per language. I also have to implement it, play test it, and deal with any problems that might come up that have not been seen before in earlier languages. This generally isn’t taking me more than a few days each time, but lets push the complete implementation cost for each one to $12k.

This currently assumes that Democracy 4 sells the same as Democracy 3. This may not be true due to the following negatives:

  • People might be sick of politics due to real world events
  • Much more competition in the games market in general
  • Players of democracy 3 may have ‘had their fill’ of politics and decide not to upgrade

However there are also positives:

  • Young people seem much more engaged in the Bernie sanders / alt-right / Jeremy Corbyn / AOC era than they were during the relatively bland time when D3 came out.
  • Steam is bigger, with a larger addressable audience now
  • D3 was a hit, and some people will be easy to persuade to get D4 if they enjoyed the previous game.

I’m not super risk-taking, so lets be pessimistic and assume that the balance of these factors means that the long term income of Democracy 4 (which I should have mentioned is a MUCH better game btw) is likely to be about 66% of that of Democracy 3. That gives us these values:

  • D4 projected Russian net income: $36,036
  • D4 projected Japanese net income: $17,820
  • D4 projected Polish net income: $35,244

There is a big assumption here, and that is that people playing Democracy 3 in country X…were playing it in the local language, and would NOT have bought an English-language version. The way to check this is to look at the percentage of sales in the first year of release that were Chinese for D3, and compare it with the percentage in the most recent year (where Chinese was translated). This is not perfect, and china specific but we get this:

  • Percentage of D3 sales to China year 1: 0.16%
  • Percentage of D3 sales to China last year: 4.33%

Same for Polish:

  • Percentage of D3 sales to Poland year 1: 0.53%
  • Percentage of D3 sales to Poland last year: 2.7%

So we can see that the effect of a native language version boosted Chinese sales and Polish sales, and the relative native-language-applicable revenue was 96% and 80% respectively, so lets split the difference and assign a value of 88% to the revenue:

  • D4 projected income from native Russian: $31,711
  • D4 projected income from native Japanese: $15,681
  • D4 projected income from native Polish: $31,014

This all makes a super-convincing case to do Russian and Polish, and a slim, but arguable case for justifying Japanese. There are of course other factors, and huge margins for error. One factor is the multiplier-flywheel effect. If I could sell an extra 10,000 copies of Democracy 4 tomorrow and get no money at all for it…its kind of in my interests, because then it climbs up the ‘top sellers’ lists and gets more visibility. Also, I may already be selling copies of D4 to english-speaking players in Polad/Japan who cannot recomend it to their non-english speaking gaming friends yet. Thus, the word-of-mouth of the game is currently not at full capacity.

PLUS! Democracy 4 is not just sold on steam, but direct from us (via humble widget), through GoG, Humble Store and the Epic store. Epics royalty rate is famously higher, and that then changes the figures slightly again in my favor…

I shall mull this over, because no indie dev suddenly commissions $30k more contract work without being 100% sure and sleeping on it, but I thought people may be interested in seeing the thought process.

I know that crowd-sourced translations are a thing, we even started it with D4, but progress is too slow, and also too unpredictable. It also runs the risk of multiple contributors having different translations for the same word in various places throughout the game. I think professional translations are a better system. YMMV.

An amazeballs chart of Democracy 4 playtime since initial release.

Thanks to the wonders of excel, and php etc, I can present this amazeballs chart showing both the number of games, and the number of hours in total playtime each day for Democracy 4, my indie political strategy game.

I think people can overanalyze this stuff TBH, and I don’t think there is anything especially amazing to note. This is ALL playthroughs, not just steam copies BTW. There is a very nice bit at the end where the hours played decouples upwards from games played, implying people are playing for longer sessions (which generally you equate with better balance, and happier customers).

I have quite a lot of Democracy 4 stats, but they are much more interesting to me than most people, and the data can be a bit complex. Probably the most interesting stuff is player feedback on what they think the developer should work on next (taken from in-game voting). Here is the data from the latest version:

I do find stuff like that pretty helpful tbh.

Hollywood and Gaming is a tale told by an idiot, full of sound and fury, Signifying nothing

Look at me, I know some shakespeare. Actually I probably got it from star trek, whatever.

For my sins, I enthusiastically agreed to watch a movie on the Disney channel (gotta make that Mandalorian subscription worthwhile) for kids called Artemis Fowl. Its a sort of harry-potter meets enders game action adventure about faeries. yeah. I didnt know that when I agreed to watch it. But apparently a popular series of kids books, so there ya go. Harry potter was ok, even His Dark Materials is kinda ok, in a generic lord-of-the-rings clone kinda way so this will be fine right?

No, it was BAD. it was REALY REALLY BAD. I’m not the only person who thinks so. I could whine about the plot, and the script and the casting and the voices (TBH the actors did their best), but what really ruined it for me was the budget. The budget was way TOO BIG.

Judy dench and her army of faerie shocktroopers err…?

You might not think having a big budget can ever be a problem, but maybe its an age thing, when you hit my considerable age (older than Elrond), you have just seen SO MANY CGI BATTLES and so many ‘amazing’ computer generated worlds that they actually start to become bland. After a while you just stop seeing it. The familiar becomes invisible.

We have a really nice view out of our front door, and occasionally delivery drivers on a summers day will say ‘its an amazing view isn’t it?’ and we are momentarily confused, thinking what? However good something is, however amazing it is, familiarity breeds dismissal. Economists call this ‘diminishing marginal utility‘. It applies to movies too, and to video games.

The original Star Wars movie probably had about the right mix of amazing special effects and….not special effects. The number of shots in that movie involving ILM is not that high. As a result when something SFX-like happens, you can legitimately feel the need to go WOOOO. Like when the millennium falcon enters hyperspace. The vast majority of the film is based around characters, plot, and cool production design/costume design.

To quote a famous expert in chaos theory:

“so preoccupied with whether or not they could that they didn’t stop to think if they should

Sequel Bits: Harry Potter Prequel, Jurassic World 2, and More

Which is so true of SFX and CGI in movies, and also I think games as well. Sometimes you just have TOO BIG A BUDGET, and a desire to just hose it all over the screen. I still remember my confusion, and frankly disgust at playing one of the civilization games that instead of having a simple text-based tutorial, came with a jankily animated ‘virtual sid meier’ to explain things. WTF? Who asked for this? who needed this? where were all the comments complaining that the game was too complex, but would be fine if a 3d animated version of the designer slowly talked through each dialog box?

This is a big problem for ANY part of life where money is involved. Apples market cap has accelerated like crazy since steve jobs died. They have SO MUCH MONEY and have thus slowed their pace of innovation to practically nothing. Oh look, now the iphone has no headphone socket. Now its a bit bigger. Now its a bit smaller. Errr… guys shall we splurge it all on a big headquarters building instead?

Inside The $5 Billion Apple Headquarters - YouTube
$5 billion of shareholders money spent well I’m sure.

Compare the catastrophic waste, failure, delays and nonsense that defines the US governments efforts to fund space exploration through the likes of the ‘space launch system]’ (swimming with cash) versus the scrappy ‘we have no budget’ spacex. Who has made more progress?

Sometimes too much money makes people do crazy things, makes them so keen to prove how big their budget or market cap is, that they act irrationally. Not only could artemis fowl have been made for a tenth of its $125 MILLION budget, it would almost certainly have been a better film as a result. More room for character development, more room for decent plotting. You cannot have a nice emotional scene that deepens the characters motivations when they are surrounded by a million dollars a minute of CGI. Just ask George Lucas. Same director did A New Hope and The Phantom Menace…

I think its worth considering how this applies to videogames. We too have entered an era of fantastic budgets, huge development teams and incredible spectacle… but although we probably don’t have the problem *AS BAD* as Hollywood does in terms of just shoehorning budget in front of our customers to impress them, we are certainly heading that way and occasionally flirting with it.

I have NO IDEA how much it cost to make Minecraft before Microsoft bought it, but you can bet its not a lot. There was no 300-man art teams designing those cubes. There was no symphony orchestra making the music (did it have any?) there was no army of Hollywood actors doing voiceovers…. and yet bizarrely it become a staggering success.

Is Minecraft good or bad for kids?
This did not cost a trillion dollars

For the price of a mere $100 million, you can make an amazingly high budget video game, or I dunno… a hundred REALLY well funded video games. Maybe one of them will take off, angry-birds style. The choice is between an all-eggs-in-one-basket strategy, or diversification. I know which would help me sleep at night.

I think there is a very strong argument, financially, economically, from a business-strategy POV, that companies are better off making more games with smaller budgets. Clearly the heads of studios disagree, and given their bazillions, can I really claim they are wrong? But even if you think I AM wrong on that basis, then I still think there is an artistic argument to be made.

Huge budgets do make art better, and they can very very easily make it worse. Would handing an extra $10 million to George Lucas have made ‘A new hope’ a better movie? or would it have made it more like the phantom menace? Is the relationship between the star wars movie budgets and their value as art in ANY way positively correlated with the budget?

I find myself increasingly ANGRY when i’m watching a movie and I can see the money literally dripping off the screen. A character arrives in 19th century London. Ok cool…what do they do there. NO! WAIT! STOP! You do not understand, you have to be MADE to SEE just how much money we spent on this establishing shot. Did you not SEE all of the CGI horses and carts? did you not count how many actors had 19th century costumes on as they walked down the street? Are you not impressed?

single shot in death valley used to be THE mos eisley establishing shot

I just don’t need this. I was fine in the way Mos Eisley looked before the special edition added all the establishing stuff. It added nothing, except cost. But even that looks tame given the way Hollywood sprays cash around now. The tendency now is to have a million dollars (or way more) spent on an establishing shot while the titles appear. Why? What does this add?

My point here I guess is to encourage people not to do this with games. We don’t need it. We really don’t. By all means hire a lot of people to do better writing (most game writing sucks), or to do more QA, or to work on customer support, but the instant, automatic response to having a big budget is to splurge it on big-name voiceovers, ten hours of orchestral music, and FMW and cutscenes that go on for hours, and hours and hours.

And please remember, its not illegal, its not immoral, and it doesn’t make you a failure, or a fool for uttering the completely forbidden words ‘I don’t think we really need to spend that much to make this’.